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.
651 lines
24 KiB
C#
651 lines
24 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.Api;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Threading;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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public class ScriptManager
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#region Declares
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private Thread scriptLoadUnloadThread;
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private static Thread staticScriptLoadUnloadThread;
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// private int scriptLoadUnloadThread_IdleSleepms;
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private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
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private static bool PrivateThread;
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private int LoadUnloadMaxQueueSize;
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private Object scriptLock = new Object();
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private bool m_started = false;
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private Dictionary<IScript, DetectParams[]> detparms = new Dictionary<IScript, DetectParams[]>();
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// Load/Unload structure
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private struct LUStruct
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{
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public uint localID;
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public UUID itemID;
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public string script;
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public LUType Action;
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public int startParam;
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public bool postOnRez;
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}
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private enum LUType
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{
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Unknown = 0,
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Load = 1,
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Unload = 2
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}
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// Xantor 20080525: Keep a list of compiled scripts this session for reuse
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public Dictionary<UUID, String> scriptList = new Dictionary<UUID, string>();
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// Object<string, Script<string, script>>
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// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
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// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
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public Dictionary<uint, Dictionary<UUID, IScript>> Scripts =
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new Dictionary<uint, Dictionary<UUID, IScript>>();
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public Scene World
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{
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get { return m_scriptEngine.World; }
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}
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#endregion
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private Compiler.LSL.Compiler LSLCompiler;
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public void Initialize()
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{
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// Create our compiler
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LSLCompiler = new Compiler.LSL.Compiler(m_scriptEngine);
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}
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// KEEP TRACK OF SCRIPTS <int id, whatever script>
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//internal Dictionary<uint, Dictionary<UUID, LSL_BaseClass>> Scripts = new Dictionary<uint, Dictionary<UUID, LSL_BaseClass>>();
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// LOAD SCRIPT
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// UNLOAD SCRIPT
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// PROVIDE SCRIPT WITH ITS INTERFACE TO OpenSim
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public void _StartScript(uint localID, UUID itemID, string Script, int startParam, bool postOnRez)
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{
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m_log.DebugFormat(
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"[{0}]: ScriptManager StartScript: localID: {1}, itemID: {2}",
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m_scriptEngine.ScriptEngineName, localID, itemID);
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//IScriptHost root = host.GetRoot();
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// We will initialize and start the script.
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// It will be up to the script itself to hook up the correct events.
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string CompiledScriptFile = String.Empty;
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SceneObjectPart m_host = World.GetSceneObjectPart(localID);
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if (null == m_host)
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{
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m_log.ErrorFormat(
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"[{0}]: Could not find scene object part corresponding to localID {1} to start script",
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m_scriptEngine.ScriptEngineName, localID);
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return;
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}
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// Xantor 20080525: I need assetID here to see if we already compiled this one previously
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UUID assetID = UUID.Zero;
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TaskInventoryItem taskInventoryItem = new TaskInventoryItem();
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if (m_host.TaskInventory.TryGetValue(itemID, out taskInventoryItem))
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assetID = taskInventoryItem.AssetID;
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try
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{
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// Xantor 20080525 see if we already compiled this script this session, stop incessant recompiling on
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// scriptreset, spawning of objects with embedded scripts etc.
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if (scriptList.TryGetValue(assetID, out CompiledScriptFile))
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{
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m_log.InfoFormat("[SCRIPT]: Found existing compile of assetID {0}: {1}", assetID, CompiledScriptFile);
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}
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else
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{
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// Compile (We assume LSL)
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CompiledScriptFile = LSLCompiler.PerformScriptCompile(Script);
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// Xantor 20080525 Save compiled scriptfile for later use
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m_log.InfoFormat("[SCRIPT]: Compiled assetID {0}: {1}", assetID, CompiledScriptFile);
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scriptList.Add(assetID, CompiledScriptFile);
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}
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//#if DEBUG
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//long before;
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//before = GC.GetTotalMemory(true); // This force a garbage collect that freezes some windows plateforms
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//#endif
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IScript CompiledScript;
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CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(CompiledScriptFile);
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//#if DEBUG
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//m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
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//#endif
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CompiledScript.Source = Script;
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CompiledScript.StartParam = startParam;
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// Add it to our script memstruct
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m_scriptEngine.m_ScriptManager.SetScript(localID, itemID, CompiledScript);
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// We need to give (untrusted) assembly a private instance of BuiltIns
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// this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
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// OSSL_BuilIn_Commands LSLB = new OSSL_BuilIn_Commands(m_scriptEngine, m_host, localID, itemID);
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LSL_Api LSL = new LSL_Api();
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OSSL_Api OSSL = new OSSL_Api();
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LSL.Initialize(m_scriptEngine, m_host, localID, itemID);
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OSSL.Initialize(m_scriptEngine, m_host, localID, itemID);
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// Start the script - giving it BuiltIns
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CompiledScript.InitApi("LSL", LSL);
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CompiledScript.InitApi("OSSL", OSSL);
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// Fire the first start-event
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int eventFlags = m_scriptEngine.m_ScriptManager.GetStateEventFlags(localID, itemID);
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m_host.SetScriptEvents(itemID, eventFlags);
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m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "state_entry", new DetectParams[0], new object[] { });
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if (postOnRez)
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{
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m_scriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "on_rez", new DetectParams[0], new object[] { new LSL_Types.LSLInteger(startParam) });
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}
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}
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catch (Exception e) // LEGIT: User Scripting
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{
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//m_scriptEngine.Log.Error("[ScriptEngine]: Error compiling script: " + e.ToString());
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try
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{
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// DISPLAY ERROR INWORLD
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string text = "Error compiling script:\r\n" + e.Message.ToString();
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if (text.Length > 1500)
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text = text.Substring(0, 1499); // 0-1499 is 1500 characters
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World.SimChat(Utils.StringToBytes(text), ChatTypeEnum.DebugChannel, 2147483647,
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m_host.AbsolutePosition, m_host.Name, m_host.UUID, false);
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}
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catch (Exception e2) // LEGIT: User Scripting
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{
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m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: Error displaying error in-world: " + e2.ToString());
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m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: " +
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"Errormessage: Error compiling script:\r\n" + e.Message.ToString());
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}
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}
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}
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public void _StopScript(uint localID, UUID itemID)
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{
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IScript LSLBC = GetScript(localID, itemID);
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if (LSLBC == null)
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return;
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// Stop long command on script
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AsyncCommandManager.RemoveScript(m_scriptEngine, localID, itemID);
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// TEMP: First serialize it
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//GetSerializedScript(localID, itemID);
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try
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{
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// Get AppDomain
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AppDomain ad = LSLBC.Exec.GetAppDomain();
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// Tell script not to accept new requests
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m_scriptEngine.m_ScriptManager.GetScript(localID, itemID).Exec.StopScript();
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// Remove from internal structure
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m_scriptEngine.m_ScriptManager.RemoveScript(localID, itemID);
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// Tell AppDomain that we have stopped script
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m_scriptEngine.m_AppDomainManager.StopScript(ad);
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}
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catch (Exception e) // LEGIT: User Scripting
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{
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m_scriptEngine.Log.Error("[" + m_scriptEngine.ScriptEngineName + "]: Exception stopping script localID: " + localID + " LLUID: " + itemID.ToString() +
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": " + e.ToString());
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}
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}
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public void ReadConfig()
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{
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// scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30);
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// TODO: Requires sharing of all ScriptManagers to single thread
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PrivateThread = true; // m_scriptEngine.ScriptConfigSource.GetBoolean("PrivateScriptLoadUnloadThread", false);
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LoadUnloadMaxQueueSize = m_scriptEngine.ScriptConfigSource.GetInt("LoadUnloadMaxQueueSize", 100);
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}
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#region Object init/shutdown
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public ScriptEngine m_scriptEngine;
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public ScriptManager(ScriptEngine scriptEngine)
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{
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m_scriptEngine = scriptEngine;
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}
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public void Setup()
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{
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ReadConfig();
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Initialize();
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}
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public void Start()
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{
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m_started = true;
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AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
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//
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// CREATE THREAD
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// Private or shared
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//
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if (PrivateThread)
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{
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// Assign one thread per region
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//scriptLoadUnloadThread = StartScriptLoadUnloadThread();
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}
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else
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{
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// Shared thread - make sure one exist, then assign it to the private
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if (staticScriptLoadUnloadThread == null)
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{
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//staticScriptLoadUnloadThread = StartScriptLoadUnloadThread();
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}
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scriptLoadUnloadThread = staticScriptLoadUnloadThread;
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}
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}
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// TODO: unused
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// private static int privateThreadCount = 0;
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// private Thread StartScriptLoadUnloadThread()
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// {
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// Thread t = new Thread(ScriptLoadUnloadThreadLoop);
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// string name = "ScriptLoadUnloadThread:";
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// if (PrivateThread)
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// {
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// name += "Private:" + privateThreadCount;
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// privateThreadCount++;
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// }
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// else
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// {
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// name += "Shared";
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// }
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// t.Name = name;
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// t.IsBackground = true;
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// t.Priority = ThreadPriority.Normal;
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// t.Start();
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// OpenSim.Framework.ThreadTracker.Add(t);
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// return t;
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// }
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~ScriptManager()
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{
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// Abort load/unload thread
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try
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{
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//PleaseShutdown = true;
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//Thread.Sleep(100);
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if (scriptLoadUnloadThread != null && scriptLoadUnloadThread.IsAlive == true)
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{
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scriptLoadUnloadThread.Abort();
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//scriptLoadUnloadThread.Join();
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}
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}
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catch
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{
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}
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}
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#endregion
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#region Load / Unload scripts (Thread loop)
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// TODO: unused
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// private void ScriptLoadUnloadThreadLoop()
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// {
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// try
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// {
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// while (true)
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// {
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// if (LUQueue.Count == 0)
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// Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
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// //if (PleaseShutdown)
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// // return;
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// DoScriptLoadUnload();
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// }
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// }
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// catch (ThreadAbortException tae)
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// {
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// string a = tae.ToString();
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// a = String.Empty;
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// // Expected
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// }
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// }
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public void DoScriptLoadUnload()
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{
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if (!m_started)
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return;
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lock (LUQueue)
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{
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if (LUQueue.Count > 0)
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{
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m_scriptEngine.Log.InfoFormat("[{0}]: Loading script", m_scriptEngine.ScriptEngineName);
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LUStruct item = LUQueue.Dequeue();
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if (item.Action == LUType.Unload)
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{
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_StopScript(item.localID, item.itemID);
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RemoveScript(item.localID, item.itemID);
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}
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else if (item.Action == LUType.Load)
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{
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_StartScript(item.localID, item.itemID, item.script, item.startParam, item.postOnRez);
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}
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}
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}
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}
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#endregion
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#region Helper functions
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private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
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{
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//Console.WriteLine("ScriptManager.CurrentDomain_AssemblyResolve: " + args.Name);
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return Assembly.GetExecutingAssembly().FullName == args.Name ? Assembly.GetExecutingAssembly() : null;
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}
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#endregion
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#region Start/Stop/Reset script
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// private readonly Object startStopLock = new Object();
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/// <summary>
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/// Fetches, loads and hooks up a script to an objects events
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/// </summary>
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/// <param name="itemID"></param>
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/// <param name="localID"></param>
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public void StartScript(uint localID, UUID itemID, string Script, int startParam, bool postOnRez)
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{
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lock (LUQueue)
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{
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if ((LUQueue.Count >= LoadUnloadMaxQueueSize) && m_started)
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{
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m_scriptEngine.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.");
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return;
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}
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LUStruct ls = new LUStruct();
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ls.localID = localID;
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ls.itemID = itemID;
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ls.script = Script;
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ls.Action = LUType.Load;
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ls.startParam = startParam;
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ls.postOnRez = postOnRez;
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LUQueue.Enqueue(ls);
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m_scriptEngine.Log.InfoFormat("[{0}]: Queued script for load", m_scriptEngine.ScriptEngineName);
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}
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}
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/// <summary>
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/// Disables and unloads a script
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="itemID"></param>
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public void StopScript(uint localID, UUID itemID)
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{
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LUStruct ls = new LUStruct();
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ls.localID = localID;
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ls.itemID = itemID;
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ls.Action = LUType.Unload;
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ls.startParam = 0;
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ls.postOnRez = false;
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lock (LUQueue)
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{
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LUQueue.Enqueue(ls);
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}
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}
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// Create a new instance of the compiler (reuse)
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//private Compiler.LSL.Compiler LSLCompiler = new Compiler.LSL.Compiler();
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#endregion
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#region Perform event execution in script
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/// <summary>
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/// Execute a LL-event-function in Script
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/// </summary>
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/// <param name="localID">Object the script is located in</param>
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/// <param name="itemID">Script ID</param>
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/// <param name="FunctionName">Name of function</param>
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/// <param name="args">Arguments to pass to function</param>
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internal void ExecuteEvent(uint localID, UUID itemID, string FunctionName, DetectParams[] qParams, object[] args)
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{
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
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///#endif
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// Execute a function in the script
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//m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
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//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
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IScript Script = GetScript(localID, itemID);
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if (Script == null)
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{
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return;
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}
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
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///#endif
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// Must be done in correct AppDomain, so leaving it up to the script itself
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detparms[Script] = qParams;
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Script.Exec.ExecuteEvent(FunctionName, args);
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detparms.Remove(Script);
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}
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public uint GetLocalID(UUID itemID)
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{
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foreach (KeyValuePair<uint, Dictionary<UUID, IScript> > k in Scripts)
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{
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if (k.Value.ContainsKey(itemID))
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return k.Key;
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}
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return 0;
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}
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public int GetStateEventFlags(uint localID, UUID itemID)
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{
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// Console.WriteLine("GetStateEventFlags for <" + localID + "," + itemID + ">");
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try
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{
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IScript Script = GetScript(localID, itemID);
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if (Script == null)
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{
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return 0;
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}
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ExecutorBase.scriptEvents evflags = Script.Exec.GetStateEventFlags();
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return (int)evflags;
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}
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catch (Exception)
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{
|
|
}
|
|
|
|
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, IScript> Obj;
|
|
Scripts.TryGetValue(localID, out Obj);
|
|
|
|
return new List<UUID>(Obj.Keys);
|
|
}
|
|
|
|
public IScript GetScript(uint localID, UUID itemID)
|
|
{
|
|
lock (scriptLock)
|
|
{
|
|
IScript Script = null;
|
|
|
|
if (Scripts.ContainsKey(localID) == false)
|
|
return null;
|
|
|
|
Dictionary<UUID, IScript> Obj;
|
|
Scripts.TryGetValue(localID, out Obj);
|
|
if (Obj.ContainsKey(itemID) == false)
|
|
return null;
|
|
|
|
// Get script
|
|
Obj.TryGetValue(itemID, out Script);
|
|
return Script;
|
|
}
|
|
}
|
|
|
|
public void SetScript(uint localID, UUID itemID, IScript Script)
|
|
{
|
|
lock (scriptLock)
|
|
{
|
|
// Create object if it doesn't exist
|
|
if (Scripts.ContainsKey(localID) == false)
|
|
{
|
|
Scripts.Add(localID, new Dictionary<UUID, IScript>());
|
|
}
|
|
|
|
// Delete script if it exists
|
|
Dictionary<UUID, IScript> Obj;
|
|
Scripts.TryGetValue(localID, out Obj);
|
|
if (Obj.ContainsKey(itemID) == true)
|
|
Obj.Remove(itemID);
|
|
|
|
// Add to object
|
|
Obj.Add(itemID, Script);
|
|
}
|
|
}
|
|
|
|
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, IScript> Obj;
|
|
Scripts.TryGetValue(localID, out Obj);
|
|
if (Obj.ContainsKey(itemID) == true)
|
|
Obj.Remove(itemID);
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
public void ResetScript(uint localID, UUID itemID)
|
|
{
|
|
IScript s = GetScript(localID, itemID);
|
|
string script = s.Source;
|
|
StopScript(localID, itemID);
|
|
SceneObjectPart part = World.GetSceneObjectPart(localID);
|
|
part.GetInventoryItem(itemID).PermsMask = 0;
|
|
part.GetInventoryItem(itemID).PermsGranter = UUID.Zero;
|
|
StartScript(localID, itemID, script, s.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
|
|
|
|
///// <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;
|
|
|
|
public DetectParams[] GetDetectParams(IScript script)
|
|
{
|
|
if (detparms.ContainsKey(script))
|
|
return detparms[script];
|
|
|
|
return null;
|
|
}
|
|
}
|
|
}
|