aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
diff options
context:
space:
mode:
authorTedd Hansen2008-01-12 14:30:22 +0000
committerTedd Hansen2008-01-12 14:30:22 +0000
commitbacbade369a5244f9bcc611488b59f3bd4c8a564 (patch)
tree2cd909eff401066a69dba96615cbf736fdd73be5 /OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
parent* Trying something to see if it helps teleports and border crossings (diff)
downloadopensim-SC-bacbade369a5244f9bcc611488b59f3bd4c8a564.zip
opensim-SC-bacbade369a5244f9bcc611488b59f3bd4c8a564.tar.gz
opensim-SC-bacbade369a5244f9bcc611488b59f3bd4c8a564.tar.bz2
opensim-SC-bacbade369a5244f9bcc611488b59f3bd4c8a564.tar.xz
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.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs')
-rw-r--r--OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs364
1 files changed, 0 insertions, 364 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
deleted file mode 100644
index e7cb489..0000000
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
+++ /dev/null
@@ -1,364 +0,0 @@
1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28/* Original code: Tedd Hansen */
29using System;
30using System.Collections;
31using System.Collections.Generic;
32using System.Threading;
33using libsecondlife;
34using OpenSim.Framework;
35using OpenSim.Region.Environment.Scenes.Scripting;
36using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
37
38namespace OpenSim.Region.ScriptEngine.DotNetEngine
39{
40 /// <summary>
41 /// EventQueueManager handles event queues
42 /// Events are queued and executed in separate thread
43 /// </summary>
44 [Serializable]
45 internal class EventQueueManager
46 {
47
48 //
49 // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
50 //
51 // Class purpose is to queue and execute functions that are received by "EventManager":
52 // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
53 // - allowing us to prioritize and control execution of script functions.
54 // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety.
55 //
56 // 1. Hold an execution queue for scripts
57 // 2. Use threads to process queue, each thread executes one script function on each pass.
58 // 3. Catch any script error and process it
59 //
60 //
61 // Notes:
62 // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts.
63 // Not noticeable unless server is under high load.
64 // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet,
65 // increase number of threads to allow more concurrent script executions in OpenSim.
66 //
67
68
69 /// <summary>
70 /// List of threads processing event queue
71 /// </summary>
72 private List<Thread> eventQueueThreads = new List<Thread>();
73
74 private object queueLock = new object(); // Mutex lock object
75
76 /// <summary>
77 /// How many ms to sleep if queue is empty
78 /// </summary>
79 private int nothingToDoSleepms = 50;
80
81 /// <summary>
82 /// How many threads to process queue with
83 /// </summary>
84 private int numberOfThreads = 2;
85
86 /// <summary>
87 /// Queue containing events waiting to be executed
88 /// </summary>
89 private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
90
91 /// <summary>
92 /// Queue item structure
93 /// </summary>
94 private struct QueueItemStruct
95 {
96 public uint localID;
97 public LLUUID itemID;
98 public string functionName;
99 public object[] param;
100 }
101
102 /// <summary>
103 /// List of localID locks for mutex processing of script events
104 /// </summary>
105 private List<uint> objectLocks = new List<uint>();
106
107 private object tryLockLock = new object(); // Mutex lock object
108
109 private ScriptEngine m_ScriptEngine;
110
111 public EventQueueManager(ScriptEngine _ScriptEngine)
112 {
113 m_ScriptEngine = _ScriptEngine;
114
115 //
116 // Start event queue processing threads (worker threads)
117 //
118 for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
119 {
120 Thread EventQueueThread = new Thread(EventQueueThreadLoop);
121 eventQueueThreads.Add(EventQueueThread);
122 EventQueueThread.IsBackground = true;
123 EventQueueThread.Priority = ThreadPriority.BelowNormal;
124 EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
125 EventQueueThread.Start();
126 }
127 }
128
129 ~EventQueueManager()
130 {
131 // Kill worker threads
132 foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
133 {
134 if (EventQueueThread != null && EventQueueThread.IsAlive == true)
135 {
136 try
137 {
138 EventQueueThread.Abort();
139 EventQueueThread.Join();
140 }
141 catch (Exception)
142 {
143 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
144 }
145 }
146 }
147 eventQueueThreads.Clear();
148 // Todo: Clean up our queues
149 eventQueue.Clear();
150 }
151
152 /// <summary>
153 /// Queue processing thread loop
154 /// </summary>
155 private void EventQueueThreadLoop()
156 {
157 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
158 try
159 {
160 QueueItemStruct BlankQIS = new QueueItemStruct();
161 while (true)
162 {
163 try
164 {
165 QueueItemStruct QIS = BlankQIS;
166 bool GotItem = false;
167
168 if (eventQueue.Count == 0)
169 {
170 // Nothing to do? Sleep a bit waiting for something to do
171 Thread.Sleep(nothingToDoSleepms);
172 }
173 else
174 {
175 // Something in queue, process
176 //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
177
178 // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
179 lock (queueLock)
180 {
181 GotItem = false;
182 for (int qc = 0; qc < eventQueue.Count; qc++)
183 {
184 // Get queue item
185 QIS = eventQueue.Dequeue();
186
187 // Check if object is being processed by someone else
188 if (TryLock(QIS.localID) == false)
189 {
190 // Object is already being processed, requeue it
191 eventQueue.Enqueue(QIS);
192 }
193 else
194 {
195 // We have lock on an object and can process it
196 GotItem = true;
197 break;
198 }
199 } // go through queue
200 } // lock
201
202 if (GotItem == true)
203 {
204 // Execute function
205 try
206 {
207#if DEBUG
208 m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
209 + "QIS.localID: " + QIS.localID
210 + ", QIS.itemID: " + QIS.itemID
211 + ", QIS.functionName: " + QIS.functionName);
212#endif
213 m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
214 QIS.functionName, QIS.param);
215 }
216 catch (Exception e)
217 {
218 // DISPLAY ERROR INWORLD
219 string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
220 //if (e.InnerException != null)
221 //{
222 // Send inner exception
223 text += e.InnerException.Message.ToString();
224 //}
225 //else
226 //{
227 text += "\r\n";
228 // Send normal
229 text += e.Message.ToString();
230 //}
231 try
232 {
233 if (text.Length > 1500)
234 text = text.Substring(0, 1500);
235 IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
236 //if (m_host != null)
237 //{
238 m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
239 m_host.AbsolutePosition, m_host.Name, m_host.UUID);
240 }
241 catch
242 {
243 //}
244 //else
245 //{
246 // T oconsole
247 m_ScriptEngine.Log.Error("ScriptEngine",
248 "Unable to send text in-world:\r\n" + text);
249 }
250 }
251 finally
252 {
253 ReleaseLock(QIS.localID);
254 }
255 }
256 } // Something in queue
257 }
258 catch (ThreadAbortException tae)
259 {
260 throw tae;
261 }
262 catch (Exception e)
263 {
264 m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
265 }
266 } // while
267 } // try
268 catch (ThreadAbortException)
269 {
270 //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
271 }
272 }
273
274 /// <summary>
275 /// Try to get a mutex lock on localID
276 /// </summary>
277 /// <param name="localID"></param>
278 /// <returns></returns>
279 private bool TryLock(uint localID)
280 {
281 lock (tryLockLock)
282 {
283 if (objectLocks.Contains(localID) == true)
284 {
285 return false;
286 }
287 else
288 {
289 objectLocks.Add(localID);
290 return true;
291 }
292 }
293 }
294
295 /// <summary>
296 /// Release mutex lock on localID
297 /// </summary>
298 /// <param name="localID"></param>
299 private void ReleaseLock(uint localID)
300 {
301 lock (tryLockLock)
302 {
303 if (objectLocks.Contains(localID) == true)
304 {
305 objectLocks.Remove(localID);
306 }
307 }
308 }
309
310
311 /// <summary>
312 /// Add event to event execution queue
313 /// </summary>
314 /// <param name="localID"></param>
315 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
316 /// <param name="param">Array of parameters to match event mask</param>
317 public void AddToObjectQueue(uint localID, string FunctionName, params object[] param)
318 {
319 // Determine all scripts in Object and add to their queue
320 //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
321
322
323 // Do we have any scripts in this object at all? If not, return
324 if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
325 {
326 //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
327 return;
328 }
329
330 Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys =
331 m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
332
333 foreach (LLUUID itemID in scriptKeys)
334 {
335 // Add to each script in that object
336 // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
337 AddToScriptQueue(localID, itemID, FunctionName, param);
338 }
339 }
340
341 /// <summary>
342 /// Add event to event execution queue
343 /// </summary>
344 /// <param name="localID"></param>
345 /// <param name="itemID"></param>
346 /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
347 /// <param name="param">Array of parameters to match event mask</param>
348 public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param)
349 {
350 lock (queueLock)
351 {
352 // Create a structure and add data
353 QueueItemStruct QIS = new QueueItemStruct();
354 QIS.localID = localID;
355 QIS.itemID = itemID;
356 QIS.functionName = FunctionName;
357 QIS.param = param;
358
359 // Add it to queue
360 eventQueue.Enqueue(QIS);
361 }
362 }
363 }
364} \ No newline at end of file