diff options
82 files changed, 7953 insertions, 5745 deletions
diff --git a/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs b/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs index fcb6991..1d63d26 100644 --- a/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs +++ b/OpenSim/ApplicationPlugins/LoadRegions/LoadRegionsPlugin.cs | |||
@@ -115,6 +115,8 @@ namespace OpenSim.ApplicationPlugins.LoadRegions | |||
115 | Environment.Exit(1); | 115 | Environment.Exit(1); |
116 | } | 116 | } |
117 | 117 | ||
118 | List<IScene> createdScenes = new List<IScene>(); | ||
119 | |||
118 | for (int i = 0; i < regionsToLoad.Length; i++) | 120 | for (int i = 0; i < regionsToLoad.Length; i++) |
119 | { | 121 | { |
120 | IScene scene; | 122 | IScene scene; |
@@ -123,17 +125,22 @@ namespace OpenSim.ApplicationPlugins.LoadRegions | |||
123 | ")"); | 125 | ")"); |
124 | 126 | ||
125 | bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]); | 127 | bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]); |
128 | |||
126 | m_openSim.CreateRegion(regionsToLoad[i], true, out scene); | 129 | m_openSim.CreateRegion(regionsToLoad[i], true, out scene); |
130 | createdScenes.Add(scene); | ||
131 | |||
127 | if (changed) | 132 | if (changed) |
128 | regionsToLoad[i].EstateSettings.Save(); | 133 | regionsToLoad[i].EstateSettings.Save(); |
129 | 134 | } | |
130 | if (scene != null) | 135 | |
136 | foreach (IScene scene in createdScenes) | ||
137 | { | ||
138 | scene.Start(); | ||
139 | |||
140 | m_newRegionCreatedHandler = OnNewRegionCreated; | ||
141 | if (m_newRegionCreatedHandler != null) | ||
131 | { | 142 | { |
132 | m_newRegionCreatedHandler = OnNewRegionCreated; | 143 | m_newRegionCreatedHandler(scene); |
133 | if (m_newRegionCreatedHandler != null) | ||
134 | { | ||
135 | m_newRegionCreatedHandler(scene); | ||
136 | } | ||
137 | } | 144 | } |
138 | } | 145 | } |
139 | } | 146 | } |
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index d19b8b6..355f7b3 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs | |||
@@ -700,6 +700,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController | |||
700 | 700 | ||
701 | IScene newScene; | 701 | IScene newScene; |
702 | m_application.CreateRegion(region, out newScene); | 702 | m_application.CreateRegion(region, out newScene); |
703 | newScene.Start(); | ||
703 | 704 | ||
704 | // If an access specification was provided, use it. | 705 | // If an access specification was provided, use it. |
705 | // Otherwise accept the default. | 706 | // Otherwise accept the default. |
diff --git a/OpenSim/Capabilities/CapsHandlers.cs b/OpenSim/Capabilities/CapsHandlers.cs index 1709f46..458272d 100644 --- a/OpenSim/Capabilities/CapsHandlers.cs +++ b/OpenSim/Capabilities/CapsHandlers.cs | |||
@@ -158,7 +158,7 @@ namespace OpenSim.Framework.Capabilities | |||
158 | /// capabilities and their handler details. | 158 | /// capabilities and their handler details. |
159 | /// </summary> | 159 | /// </summary> |
160 | /// <param name="excludeSeed">If true, then exclude the seed cap.</param> | 160 | /// <param name="excludeSeed">If true, then exclude the seed cap.</param> |
161 | public Hashtable GetCapsDetails(bool excludeSeed) | 161 | public Hashtable GetCapsDetails(bool excludeSeed, List<string> requestedCaps) |
162 | { | 162 | { |
163 | Hashtable caps = new Hashtable(); | 163 | Hashtable caps = new Hashtable(); |
164 | string protocol = "http://"; | 164 | string protocol = "http://"; |
@@ -175,6 +175,9 @@ namespace OpenSim.Framework.Capabilities | |||
175 | if (excludeSeed && "SEED" == capsName) | 175 | if (excludeSeed && "SEED" == capsName) |
176 | continue; | 176 | continue; |
177 | 177 | ||
178 | if (requestedCaps != null && !requestedCaps.Contains(capsName)) | ||
179 | continue; | ||
180 | |||
178 | caps[capsName] = baseUrl + m_capsHandlers[capsName].Path; | 181 | caps[capsName] = baseUrl + m_capsHandlers[capsName].Path; |
179 | } | 182 | } |
180 | } | 183 | } |
@@ -182,4 +185,4 @@ namespace OpenSim.Framework.Capabilities | |||
182 | return caps; | 185 | return caps; |
183 | } | 186 | } |
184 | } | 187 | } |
185 | } \ No newline at end of file | 188 | } |
diff --git a/OpenSim/Framework/IScene.cs b/OpenSim/Framework/IScene.cs index 87ec99e..8164f41 100644 --- a/OpenSim/Framework/IScene.cs +++ b/OpenSim/Framework/IScene.cs | |||
@@ -136,5 +136,10 @@ namespace OpenSim.Framework | |||
136 | ISceneObject DeserializeObject(string representation); | 136 | ISceneObject DeserializeObject(string representation); |
137 | 137 | ||
138 | bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); | 138 | bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); |
139 | |||
140 | /// <summary> | ||
141 | /// Start the scene and associated scripts within it. | ||
142 | /// </summary> | ||
143 | void Start(); | ||
139 | } | 144 | } |
140 | } | 145 | } \ No newline at end of file |
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index bde4673..a3602e9 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs | |||
@@ -1840,7 +1840,7 @@ namespace OpenSim.Framework | |||
1840 | case FireAndForgetMethod.SmartThreadPool: | 1840 | case FireAndForgetMethod.SmartThreadPool: |
1841 | if (m_ThreadPool == null) | 1841 | if (m_ThreadPool == null) |
1842 | InitThreadPool(15); | 1842 | InitThreadPool(15); |
1843 | m_ThreadPool.QueueWorkItem(SmartThreadPoolCallback, new object[] { realCallback, obj }); | 1843 | m_ThreadPool.QueueWorkItem((cb, o) => cb(o), realCallback, obj); |
1844 | break; | 1844 | break; |
1845 | case FireAndForgetMethod.Thread: | 1845 | case FireAndForgetMethod.Thread: |
1846 | Thread thread = new Thread(delegate(object o) { realCallback(o); }); | 1846 | Thread thread = new Thread(delegate(object o) { realCallback(o); }); |
@@ -1910,15 +1910,15 @@ namespace OpenSim.Framework | |||
1910 | return sb.ToString(); | 1910 | return sb.ToString(); |
1911 | } | 1911 | } |
1912 | 1912 | ||
1913 | private static object SmartThreadPoolCallback(object o) | 1913 | // private static object SmartThreadPoolCallback(object o) |
1914 | { | 1914 | // { |
1915 | object[] array = (object[])o; | 1915 | // object[] array = (object[])o; |
1916 | WaitCallback callback = (WaitCallback)array[0]; | 1916 | // WaitCallback callback = (WaitCallback)array[0]; |
1917 | object obj = array[1]; | 1917 | // object obj = array[1]; |
1918 | 1918 | // | |
1919 | callback(obj); | 1919 | // callback(obj); |
1920 | return null; | 1920 | // return null; |
1921 | } | 1921 | // } |
1922 | 1922 | ||
1923 | #endregion FireAndForget Threading Pattern | 1923 | #endregion FireAndForget Threading Pattern |
1924 | 1924 | ||
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index d86eefe..f9e0cf1 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs | |||
@@ -425,9 +425,6 @@ namespace OpenSim | |||
425 | 425 | ||
426 | mscene = scene; | 426 | mscene = scene; |
427 | 427 | ||
428 | scene.Start(); | ||
429 | scene.StartScripts(); | ||
430 | |||
431 | return clientServers; | 428 | return clientServers; |
432 | } | 429 | } |
433 | 430 | ||
@@ -751,6 +748,7 @@ namespace OpenSim | |||
751 | ShutdownClientServer(whichRegion); | 748 | ShutdownClientServer(whichRegion); |
752 | IScene scene; | 749 | IScene scene; |
753 | CreateRegion(whichRegion, true, out scene); | 750 | CreateRegion(whichRegion, true, out scene); |
751 | scene.Start(); | ||
754 | } | 752 | } |
755 | 753 | ||
756 | # region Setup methods | 754 | # region Setup methods |
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 8752404..a46c24a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | |||
@@ -273,11 +273,22 @@ namespace OpenSim.Region.ClientStack.Linden | |||
273 | return string.Empty; | 273 | return string.Empty; |
274 | } | 274 | } |
275 | 275 | ||
276 | Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true); | 276 | OSDArray capsRequested = (OSDArray)OSDParser.DeserializeLLSDXml(request); |
277 | List<string> validCaps = new List<string>(); | ||
278 | |||
279 | foreach (OSD c in capsRequested) | ||
280 | validCaps.Add(c.AsString()); | ||
281 | |||
282 | Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true, validCaps); | ||
277 | 283 | ||
278 | // Add the external too | 284 | // Add the external too |
279 | foreach (KeyValuePair<string, string> kvp in m_HostCapsObj.ExternalCapsHandlers) | 285 | foreach (KeyValuePair<string, string> kvp in m_HostCapsObj.ExternalCapsHandlers) |
286 | { | ||
287 | if (!validCaps.Contains(kvp.Key)) | ||
288 | continue; | ||
289 | |||
280 | caps[kvp.Key] = kvp.Value; | 290 | caps[kvp.Key] = kvp.Value; |
291 | } | ||
281 | 292 | ||
282 | string result = LLSDHelpers.SerialiseLLSDReply(caps); | 293 | string result = LLSDHelpers.SerialiseLLSDReply(caps); |
283 | 294 | ||
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index 7d9f581..a0e0078 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs | |||
@@ -75,6 +75,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests | |||
75 | [SetUp] | 75 | [SetUp] |
76 | public void SetUp() | 76 | public void SetUp() |
77 | { | 77 | { |
78 | base.SetUp(); | ||
79 | |||
78 | UUID userId = TestHelpers.ParseTail(0x3); | 80 | UUID userId = TestHelpers.ParseTail(0x3); |
79 | 81 | ||
80 | J2KDecoderModule j2kdm = new J2KDecoderModule(); | 82 | J2KDecoderModule j2kdm = new J2KDecoderModule(); |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index bcb7f42..1417a19 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs | |||
@@ -47,10 +47,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
47 | 47 | ||
48 | /// <summary> | 48 | /// <summary> |
49 | private List<Scene> m_Scenelist = new List<Scene>(); | 49 | private List<Scene> m_Scenelist = new List<Scene>(); |
50 | // private Dictionary<UUID, Scene> m_AgentRegions = | ||
51 | // new Dictionary<UUID, Scene>(); | ||
52 | 50 | ||
53 | private IMessageTransferModule m_TransferModule = null; | 51 | private IMessageTransferModule m_TransferModule; |
54 | private bool m_Enabled = true; | 52 | private bool m_Enabled = true; |
55 | 53 | ||
56 | #region Region Module interface | 54 | #region Region Module interface |
@@ -81,9 +79,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
81 | // scene.RegisterModuleInterface<IInventoryTransferModule>(this); | 79 | // scene.RegisterModuleInterface<IInventoryTransferModule>(this); |
82 | 80 | ||
83 | scene.EventManager.OnNewClient += OnNewClient; | 81 | scene.EventManager.OnNewClient += OnNewClient; |
84 | // scene.EventManager.OnClientClosed += ClientLoggedOut; | ||
85 | scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; | 82 | scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; |
86 | // scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; | ||
87 | } | 83 | } |
88 | 84 | ||
89 | public void RegionLoaded(Scene scene) | 85 | public void RegionLoaded(Scene scene) |
@@ -96,11 +92,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
96 | m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only"); | 92 | m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only"); |
97 | m_Enabled = false; | 93 | m_Enabled = false; |
98 | 94 | ||
99 | m_Scenelist.Clear(); | 95 | // m_Scenelist.Clear(); |
100 | scene.EventManager.OnNewClient -= OnNewClient; | 96 | // scene.EventManager.OnNewClient -= OnNewClient; |
101 | // scene.EventManager.OnClientClosed -= ClientLoggedOut; | ||
102 | scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; | 97 | scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; |
103 | // scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; | ||
104 | } | 98 | } |
105 | } | 99 | } |
106 | } | 100 | } |
@@ -108,9 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
108 | public void RemoveRegion(Scene scene) | 102 | public void RemoveRegion(Scene scene) |
109 | { | 103 | { |
110 | scene.EventManager.OnNewClient -= OnNewClient; | 104 | scene.EventManager.OnNewClient -= OnNewClient; |
111 | // scene.EventManager.OnClientClosed -= ClientLoggedOut; | ||
112 | scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; | 105 | scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; |
113 | // scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; | ||
114 | m_Scenelist.Remove(scene); | 106 | m_Scenelist.Remove(scene); |
115 | } | 107 | } |
116 | 108 | ||
@@ -139,11 +131,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
139 | // Inventory giving is conducted via instant message | 131 | // Inventory giving is conducted via instant message |
140 | client.OnInstantMessage += OnInstantMessage; | 132 | client.OnInstantMessage += OnInstantMessage; |
141 | } | 133 | } |
142 | |||
143 | // protected void OnSetRootAgentScene(UUID id, Scene scene) | ||
144 | // { | ||
145 | // m_AgentRegions[id] = scene; | ||
146 | // } | ||
147 | 134 | ||
148 | private Scene FindClientScene(UUID agentId) | 135 | private Scene FindClientScene(UUID agentId) |
149 | { | 136 | { |
@@ -188,9 +175,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
188 | { | 175 | { |
189 | UUID folderID = new UUID(im.binaryBucket, 1); | 176 | UUID folderID = new UUID(im.binaryBucket, 1); |
190 | 177 | ||
191 | m_log.DebugFormat("[INVENTORY TRANSFER]: Inserting original folder {0} "+ | 178 | m_log.DebugFormat( |
192 | "into agent {1}'s inventory", | 179 | "[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory", |
193 | folderID, new UUID(im.toAgentID)); | 180 | folderID, new UUID(im.toAgentID)); |
194 | 181 | ||
195 | InventoryFolderBase folderCopy | 182 | InventoryFolderBase folderCopy |
196 | = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); | 183 | = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); |
@@ -213,7 +200,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
213 | user.ControllingClient.SendBulkUpdateInventory(folderCopy); | 200 | user.ControllingClient.SendBulkUpdateInventory(folderCopy); |
214 | 201 | ||
215 | // HACK!! | 202 | // HACK!! |
216 | im.imSessionID = folderID.Guid; | 203 | // Insert the ID of the copied folder into the IM so that we know which item to move to trash if it |
204 | // is rejected. | ||
205 | // XXX: This is probably a misuse of the session ID slot. | ||
206 | im.imSessionID = copyID.Guid; | ||
217 | } | 207 | } |
218 | else | 208 | else |
219 | { | 209 | { |
@@ -243,7 +233,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
243 | user.ControllingClient.SendBulkUpdateInventory(itemCopy); | 233 | user.ControllingClient.SendBulkUpdateInventory(itemCopy); |
244 | 234 | ||
245 | // HACK!! | 235 | // HACK!! |
246 | im.imSessionID = itemID.Guid; | 236 | // Insert the ID of the copied item into the IM so that we know which item to move to trash if it |
237 | // is rejected. | ||
238 | // XXX: This is probably a misuse of the session ID slot. | ||
239 | im.imSessionID = copyID.Guid; | ||
247 | } | 240 | } |
248 | 241 | ||
249 | // Send the IM to the recipient. The item is already | 242 | // Send the IM to the recipient. The item is already |
@@ -403,7 +396,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
403 | { | 396 | { |
404 | folder = new InventoryFolderBase(inventoryID, client.AgentId); | 397 | folder = new InventoryFolderBase(inventoryID, client.AgentId); |
405 | folder = invService.GetFolder(folder); | 398 | folder = invService.GetFolder(folder); |
406 | 399 | ||
407 | if (folder != null & trashFolder != null) | 400 | if (folder != null & trashFolder != null) |
408 | { | 401 | { |
409 | previousParentFolderID = folder.ParentID; | 402 | previousParentFolderID = folder.ParentID; |
@@ -454,70 +447,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer | |||
454 | } | 447 | } |
455 | } | 448 | } |
456 | 449 | ||
457 | // public bool NeedSceneCacheClear(UUID agentID, Scene scene) | ||
458 | // { | ||
459 | // if (!m_AgentRegions.ContainsKey(agentID)) | ||
460 | // { | ||
461 | // // Since we can get here two ways, we need to scan | ||
462 | // // the scenes here. This is somewhat more expensive | ||
463 | // // but helps avoid a nasty bug | ||
464 | // // | ||
465 | // | ||
466 | // foreach (Scene s in m_Scenelist) | ||
467 | // { | ||
468 | // ScenePresence presence; | ||
469 | // | ||
470 | // if (s.TryGetScenePresence(agentID, out presence)) | ||
471 | // { | ||
472 | // // If the agent is in this scene, then we | ||
473 | // // are being called twice in a single | ||
474 | // // teleport. This is wasteful of cycles | ||
475 | // // but harmless due to this 2nd level check | ||
476 | // // | ||
477 | // // If the agent is found in another scene | ||
478 | // // then the list wasn't current | ||
479 | // // | ||
480 | // // If the agent is totally unknown, then what | ||
481 | // // are we even doing here?? | ||
482 | // // | ||
483 | // if (s == scene) | ||
484 | // { | ||
485 | // //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName); | ||
486 | // return true; | ||
487 | // } | ||
488 | // else | ||
489 | // { | ||
490 | // //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName); | ||
491 | // return false; | ||
492 | // } | ||
493 | // } | ||
494 | // } | ||
495 | // //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName); | ||
496 | // return true; | ||
497 | // } | ||
498 | // | ||
499 | // // The agent is left in current Scene, so we must be | ||
500 | // // going to another instance | ||
501 | // // | ||
502 | // if (m_AgentRegions[agentID] == scene) | ||
503 | // { | ||
504 | // //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName); | ||
505 | // m_AgentRegions.Remove(agentID); | ||
506 | // return true; | ||
507 | // } | ||
508 | // | ||
509 | // // Another region has claimed the agent | ||
510 | // // | ||
511 | // //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName); | ||
512 | // return false; | ||
513 | // } | ||
514 | // | ||
515 | // public void ClientLoggedOut(UUID agentID, Scene scene) | ||
516 | // { | ||
517 | // if (m_AgentRegions.ContainsKey(agentID)) | ||
518 | // m_AgentRegions.Remove(agentID); | ||
519 | // } | ||
520 | |||
521 | /// <summary> | 450 | /// <summary> |
522 | /// | 451 | /// |
523 | /// </summary> | 452 | /// </summary> |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs new file mode 100644 index 0000000..162a0c3 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs | |||
@@ -0,0 +1,449 @@ | |||
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 OpenSimulator 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 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using log4net.Config; | ||
32 | using Nini.Config; | ||
33 | using NUnit.Framework; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.Assets; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.CoreModules.Avatar.Inventory.Transfer; | ||
38 | using OpenSim.Region.Framework.Interfaces; | ||
39 | using OpenSim.Region.Framework.Scenes; | ||
40 | using OpenSim.Services.Interfaces; | ||
41 | using OpenSim.Tests.Common; | ||
42 | using OpenSim.Tests.Common.Mock; | ||
43 | |||
44 | namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests | ||
45 | { | ||
46 | [TestFixture] | ||
47 | public class InventoryTransferModuleTests : OpenSimTestCase | ||
48 | { | ||
49 | protected TestScene m_scene; | ||
50 | |||
51 | [SetUp] | ||
52 | public override void SetUp() | ||
53 | { | ||
54 | base.SetUp(); | ||
55 | |||
56 | IConfigSource config = new IniConfigSource(); | ||
57 | config.AddConfig("Messaging"); | ||
58 | config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); | ||
59 | |||
60 | m_scene = new SceneHelpers().SetupScene(); | ||
61 | SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule()); | ||
62 | } | ||
63 | |||
64 | [Test] | ||
65 | public void TestAcceptGivenItem() | ||
66 | { | ||
67 | // TestHelpers.EnableLogging(); | ||
68 | |||
69 | UUID initialSessionId = TestHelpers.ParseTail(0x10); | ||
70 | UUID itemId = TestHelpers.ParseTail(0x100); | ||
71 | UUID assetId = TestHelpers.ParseTail(0x200); | ||
72 | |||
73 | UserAccount ua1 | ||
74 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); | ||
75 | UserAccount ua2 | ||
76 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); | ||
77 | |||
78 | ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); | ||
79 | TestClient giverClient = (TestClient)giverSp.ControllingClient; | ||
80 | |||
81 | ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); | ||
82 | TestClient receiverClient = (TestClient)receiverSp.ControllingClient; | ||
83 | |||
84 | // Create the object to test give | ||
85 | InventoryItemBase originalItem | ||
86 | = UserInventoryHelpers.CreateInventoryItem( | ||
87 | m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); | ||
88 | |||
89 | byte[] giveImBinaryBucket = new byte[17]; | ||
90 | byte[] itemIdBytes = itemId.GetBytes(); | ||
91 | Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); | ||
92 | |||
93 | GridInstantMessage giveIm | ||
94 | = new GridInstantMessage( | ||
95 | m_scene, | ||
96 | giverSp.UUID, | ||
97 | giverSp.Name, | ||
98 | receiverSp.UUID, | ||
99 | (byte)InstantMessageDialog.InventoryOffered, | ||
100 | false, | ||
101 | "inventory offered msg", | ||
102 | initialSessionId, | ||
103 | false, | ||
104 | Vector3.Zero, | ||
105 | giveImBinaryBucket, | ||
106 | true); | ||
107 | |||
108 | giverClient.HandleImprovedInstantMessage(giveIm); | ||
109 | |||
110 | // These details might not all be correct. | ||
111 | GridInstantMessage acceptIm | ||
112 | = new GridInstantMessage( | ||
113 | m_scene, | ||
114 | receiverSp.UUID, | ||
115 | receiverSp.Name, | ||
116 | giverSp.UUID, | ||
117 | (byte)InstantMessageDialog.InventoryAccepted, | ||
118 | false, | ||
119 | "inventory accepted msg", | ||
120 | initialSessionId, | ||
121 | false, | ||
122 | Vector3.Zero, | ||
123 | null, | ||
124 | true); | ||
125 | |||
126 | receiverClient.HandleImprovedInstantMessage(acceptIm); | ||
127 | |||
128 | // Test for item remaining in the giver's inventory (here we assume a copy item) | ||
129 | // TODO: Test no-copy items. | ||
130 | InventoryItemBase originalItemAfterGive | ||
131 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); | ||
132 | |||
133 | Assert.That(originalItemAfterGive, Is.Not.Null); | ||
134 | Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); | ||
135 | |||
136 | // Test for item successfully making it into the receiver's inventory | ||
137 | InventoryItemBase receivedItem | ||
138 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Objects/givenObj"); | ||
139 | |||
140 | Assert.That(receivedItem, Is.Not.Null); | ||
141 | Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); | ||
142 | |||
143 | // Test that on a delete, item still exists and is accessible for the giver. | ||
144 | m_scene.InventoryService.DeleteItems(receiverSp.UUID, new List<UUID>() { receivedItem.ID }); | ||
145 | |||
146 | InventoryItemBase originalItemAfterDelete | ||
147 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); | ||
148 | |||
149 | Assert.That(originalItemAfterDelete, Is.Not.Null); | ||
150 | |||
151 | // TODO: Test scenario where giver deletes their item first. | ||
152 | } | ||
153 | |||
154 | /// <summary> | ||
155 | /// Test user rejection of a given item. | ||
156 | /// </summary> | ||
157 | /// <remarks> | ||
158 | /// A rejected item still ends up in the user's trash folder. | ||
159 | /// </remarks> | ||
160 | [Test] | ||
161 | public void TestRejectGivenItem() | ||
162 | { | ||
163 | // TestHelpers.EnableLogging(); | ||
164 | |||
165 | UUID initialSessionId = TestHelpers.ParseTail(0x10); | ||
166 | UUID itemId = TestHelpers.ParseTail(0x100); | ||
167 | UUID assetId = TestHelpers.ParseTail(0x200); | ||
168 | |||
169 | UserAccount ua1 | ||
170 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); | ||
171 | UserAccount ua2 | ||
172 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); | ||
173 | |||
174 | ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); | ||
175 | TestClient giverClient = (TestClient)giverSp.ControllingClient; | ||
176 | |||
177 | ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); | ||
178 | TestClient receiverClient = (TestClient)receiverSp.ControllingClient; | ||
179 | |||
180 | // Create the object to test give | ||
181 | InventoryItemBase originalItem | ||
182 | = UserInventoryHelpers.CreateInventoryItem( | ||
183 | m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); | ||
184 | |||
185 | GridInstantMessage receivedIm = null; | ||
186 | receiverClient.OnReceivedInstantMessage += im => receivedIm = im; | ||
187 | |||
188 | byte[] giveImBinaryBucket = new byte[17]; | ||
189 | byte[] itemIdBytes = itemId.GetBytes(); | ||
190 | Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); | ||
191 | |||
192 | GridInstantMessage giveIm | ||
193 | = new GridInstantMessage( | ||
194 | m_scene, | ||
195 | giverSp.UUID, | ||
196 | giverSp.Name, | ||
197 | receiverSp.UUID, | ||
198 | (byte)InstantMessageDialog.InventoryOffered, | ||
199 | false, | ||
200 | "inventory offered msg", | ||
201 | initialSessionId, | ||
202 | false, | ||
203 | Vector3.Zero, | ||
204 | giveImBinaryBucket, | ||
205 | true); | ||
206 | |||
207 | giverClient.HandleImprovedInstantMessage(giveIm); | ||
208 | |||
209 | // These details might not all be correct. | ||
210 | // Session ID is now the created item ID (!) | ||
211 | GridInstantMessage rejectIm | ||
212 | = new GridInstantMessage( | ||
213 | m_scene, | ||
214 | receiverSp.UUID, | ||
215 | receiverSp.Name, | ||
216 | giverSp.UUID, | ||
217 | (byte)InstantMessageDialog.InventoryDeclined, | ||
218 | false, | ||
219 | "inventory declined msg", | ||
220 | new UUID(receivedIm.imSessionID), | ||
221 | false, | ||
222 | Vector3.Zero, | ||
223 | null, | ||
224 | true); | ||
225 | |||
226 | receiverClient.HandleImprovedInstantMessage(rejectIm); | ||
227 | |||
228 | // Test for item remaining in the giver's inventory (here we assume a copy item) | ||
229 | // TODO: Test no-copy items. | ||
230 | InventoryItemBase originalItemAfterGive | ||
231 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); | ||
232 | |||
233 | Assert.That(originalItemAfterGive, Is.Not.Null); | ||
234 | Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); | ||
235 | |||
236 | // Test for item successfully making it into the receiver's inventory | ||
237 | InventoryItemBase receivedItem | ||
238 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Trash/givenObj"); | ||
239 | |||
240 | InventoryFolderBase trashFolder | ||
241 | = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); | ||
242 | |||
243 | Assert.That(receivedItem, Is.Not.Null); | ||
244 | Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); | ||
245 | Assert.That(receivedItem.Folder, Is.EqualTo(trashFolder.ID)); | ||
246 | |||
247 | // Test that on a delete, item still exists and is accessible for the giver. | ||
248 | m_scene.InventoryService.PurgeFolder(trashFolder); | ||
249 | |||
250 | InventoryItemBase originalItemAfterDelete | ||
251 | = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); | ||
252 | |||
253 | Assert.That(originalItemAfterDelete, Is.Not.Null); | ||
254 | } | ||
255 | |||
256 | [Test] | ||
257 | public void TestAcceptGivenFolder() | ||
258 | { | ||
259 | TestHelpers.InMethod(); | ||
260 | // TestHelpers.EnableLogging(); | ||
261 | |||
262 | UUID initialSessionId = TestHelpers.ParseTail(0x10); | ||
263 | UUID folderId = TestHelpers.ParseTail(0x100); | ||
264 | |||
265 | UserAccount ua1 | ||
266 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); | ||
267 | UserAccount ua2 | ||
268 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); | ||
269 | |||
270 | ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); | ||
271 | TestClient giverClient = (TestClient)giverSp.ControllingClient; | ||
272 | |||
273 | ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); | ||
274 | TestClient receiverClient = (TestClient)receiverSp.ControllingClient; | ||
275 | |||
276 | InventoryFolderBase originalFolder | ||
277 | = UserInventoryHelpers.CreateInventoryFolder( | ||
278 | m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); | ||
279 | |||
280 | byte[] giveImBinaryBucket = new byte[17]; | ||
281 | giveImBinaryBucket[0] = (byte)AssetType.Folder; | ||
282 | byte[] itemIdBytes = folderId.GetBytes(); | ||
283 | Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); | ||
284 | |||
285 | GridInstantMessage giveIm | ||
286 | = new GridInstantMessage( | ||
287 | m_scene, | ||
288 | giverSp.UUID, | ||
289 | giverSp.Name, | ||
290 | receiverSp.UUID, | ||
291 | (byte)InstantMessageDialog.InventoryOffered, | ||
292 | false, | ||
293 | "inventory offered msg", | ||
294 | initialSessionId, | ||
295 | false, | ||
296 | Vector3.Zero, | ||
297 | giveImBinaryBucket, | ||
298 | true); | ||
299 | |||
300 | giverClient.HandleImprovedInstantMessage(giveIm); | ||
301 | |||
302 | // These details might not all be correct. | ||
303 | GridInstantMessage acceptIm | ||
304 | = new GridInstantMessage( | ||
305 | m_scene, | ||
306 | receiverSp.UUID, | ||
307 | receiverSp.Name, | ||
308 | giverSp.UUID, | ||
309 | (byte)InstantMessageDialog.InventoryAccepted, | ||
310 | false, | ||
311 | "inventory accepted msg", | ||
312 | initialSessionId, | ||
313 | false, | ||
314 | Vector3.Zero, | ||
315 | null, | ||
316 | true); | ||
317 | |||
318 | receiverClient.HandleImprovedInstantMessage(acceptIm); | ||
319 | |||
320 | // Test for item remaining in the giver's inventory (here we assume a copy item) | ||
321 | // TODO: Test no-copy items. | ||
322 | InventoryFolderBase originalFolderAfterGive | ||
323 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); | ||
324 | |||
325 | Assert.That(originalFolderAfterGive, Is.Not.Null); | ||
326 | Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); | ||
327 | |||
328 | // Test for item successfully making it into the receiver's inventory | ||
329 | InventoryFolderBase receivedFolder | ||
330 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "f1"); | ||
331 | |||
332 | Assert.That(receivedFolder, Is.Not.Null); | ||
333 | Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); | ||
334 | |||
335 | // Test that on a delete, item still exists and is accessible for the giver. | ||
336 | m_scene.InventoryService.DeleteFolders(receiverSp.UUID, new List<UUID>() { receivedFolder.ID }); | ||
337 | |||
338 | InventoryFolderBase originalFolderAfterDelete | ||
339 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); | ||
340 | |||
341 | Assert.That(originalFolderAfterDelete, Is.Not.Null); | ||
342 | |||
343 | // TODO: Test scenario where giver deletes their item first. | ||
344 | } | ||
345 | |||
346 | /// <summary> | ||
347 | /// Test user rejection of a given item. | ||
348 | /// </summary> | ||
349 | /// <remarks> | ||
350 | /// A rejected item still ends up in the user's trash folder. | ||
351 | /// </remarks> | ||
352 | [Test] | ||
353 | public void TestRejectGivenFolder() | ||
354 | { | ||
355 | TestHelpers.InMethod(); | ||
356 | // TestHelpers.EnableLogging(); | ||
357 | |||
358 | UUID initialSessionId = TestHelpers.ParseTail(0x10); | ||
359 | UUID folderId = TestHelpers.ParseTail(0x100); | ||
360 | |||
361 | UserAccount ua1 | ||
362 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); | ||
363 | UserAccount ua2 | ||
364 | = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); | ||
365 | |||
366 | ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); | ||
367 | TestClient giverClient = (TestClient)giverSp.ControllingClient; | ||
368 | |||
369 | ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); | ||
370 | TestClient receiverClient = (TestClient)receiverSp.ControllingClient; | ||
371 | |||
372 | // Create the folder to test give | ||
373 | InventoryFolderBase originalFolder | ||
374 | = UserInventoryHelpers.CreateInventoryFolder( | ||
375 | m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); | ||
376 | |||
377 | GridInstantMessage receivedIm = null; | ||
378 | receiverClient.OnReceivedInstantMessage += im => receivedIm = im; | ||
379 | |||
380 | byte[] giveImBinaryBucket = new byte[17]; | ||
381 | giveImBinaryBucket[0] = (byte)AssetType.Folder; | ||
382 | byte[] itemIdBytes = folderId.GetBytes(); | ||
383 | Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); | ||
384 | |||
385 | GridInstantMessage giveIm | ||
386 | = new GridInstantMessage( | ||
387 | m_scene, | ||
388 | giverSp.UUID, | ||
389 | giverSp.Name, | ||
390 | receiverSp.UUID, | ||
391 | (byte)InstantMessageDialog.InventoryOffered, | ||
392 | false, | ||
393 | "inventory offered msg", | ||
394 | initialSessionId, | ||
395 | false, | ||
396 | Vector3.Zero, | ||
397 | giveImBinaryBucket, | ||
398 | true); | ||
399 | |||
400 | giverClient.HandleImprovedInstantMessage(giveIm); | ||
401 | |||
402 | // These details might not all be correct. | ||
403 | // Session ID is now the created item ID (!) | ||
404 | GridInstantMessage rejectIm | ||
405 | = new GridInstantMessage( | ||
406 | m_scene, | ||
407 | receiverSp.UUID, | ||
408 | receiverSp.Name, | ||
409 | giverSp.UUID, | ||
410 | (byte)InstantMessageDialog.InventoryDeclined, | ||
411 | false, | ||
412 | "inventory declined msg", | ||
413 | new UUID(receivedIm.imSessionID), | ||
414 | false, | ||
415 | Vector3.Zero, | ||
416 | null, | ||
417 | true); | ||
418 | |||
419 | receiverClient.HandleImprovedInstantMessage(rejectIm); | ||
420 | |||
421 | // Test for item remaining in the giver's inventory (here we assume a copy item) | ||
422 | // TODO: Test no-copy items. | ||
423 | InventoryFolderBase originalFolderAfterGive | ||
424 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); | ||
425 | |||
426 | Assert.That(originalFolderAfterGive, Is.Not.Null); | ||
427 | Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); | ||
428 | |||
429 | // Test for folder successfully making it into the receiver's inventory | ||
430 | InventoryFolderBase receivedFolder | ||
431 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "Trash/f1"); | ||
432 | |||
433 | InventoryFolderBase trashFolder | ||
434 | = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); | ||
435 | |||
436 | Assert.That(receivedFolder, Is.Not.Null); | ||
437 | Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); | ||
438 | Assert.That(receivedFolder.ParentID, Is.EqualTo(trashFolder.ID)); | ||
439 | |||
440 | // Test that on a delete, item still exists and is accessible for the giver. | ||
441 | m_scene.InventoryService.PurgeFolder(trashFolder); | ||
442 | |||
443 | InventoryFolderBase originalFolderAfterDelete | ||
444 | = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); | ||
445 | |||
446 | Assert.That(originalFolderAfterDelete, Is.Not.Null); | ||
447 | } | ||
448 | } | ||
449 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index 8329af0..6ae9448 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs | |||
@@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Framework | |||
240 | { | 240 | { |
241 | caps.AppendFormat("** User {0}:\n", kvp.Key); | 241 | caps.AppendFormat("** User {0}:\n", kvp.Key); |
242 | 242 | ||
243 | for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false).GetEnumerator(); kvp2.MoveNext(); ) | 243 | for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) |
244 | { | 244 | { |
245 | Uri uri = new Uri(kvp2.Value.ToString()); | 245 | Uri uri = new Uri(kvp2.Value.ToString()); |
246 | caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); | 246 | caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e0009bb..e6d6cbf 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -646,11 +646,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
646 | } | 646 | } |
647 | else | 647 | else |
648 | { | 648 | { |
649 | if (remoteClient == null || so.OwnerID != remoteClient.AgentId) | 649 | if (remoteClient == null || so.RootPart.OwnerID != remoteClient.AgentId) |
650 | { | 650 | { |
651 | // Taking copy of another person's item. Take to | 651 | // Taking copy of another person's item. Take to |
652 | // Objects folder. | 652 | // Objects folder. |
653 | folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); | 653 | folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); |
654 | so.FromFolderID = UUID.Zero; | ||
654 | } | 655 | } |
655 | else | 656 | else |
656 | { | 657 | { |
@@ -666,10 +667,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
666 | // | 667 | // |
667 | if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) | 668 | if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) |
668 | { | 669 | { |
669 | if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) | 670 | if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId) |
670 | { | 671 | { |
671 | InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); | 672 | InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); |
672 | folder = m_Scene.InventoryService.GetFolder(f); | 673 | folder = m_Scene.InventoryService.GetFolder(f); |
674 | |||
675 | if(folder.Type == 14 || folder.Type == 16) | ||
676 | { | ||
677 | // folder.Type = 6; | ||
678 | folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); | ||
679 | } | ||
673 | } | 680 | } |
674 | } | 681 | } |
675 | 682 | ||
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index c0c2ca7..c32820e 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs | |||
@@ -142,10 +142,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid | |||
142 | 142 | ||
143 | scene.RegisterModuleInterface<IGridService>(this); | 143 | scene.RegisterModuleInterface<IGridService>(this); |
144 | 144 | ||
145 | if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) | 145 | lock (m_LocalCache) |
146 | m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); | 146 | { |
147 | else | 147 | if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) |
148 | m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); | 148 | m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); |
149 | else | ||
150 | m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); | ||
151 | } | ||
149 | } | 152 | } |
150 | 153 | ||
151 | public void RemoveRegion(Scene scene) | 154 | public void RemoveRegion(Scene scene) |
@@ -153,8 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid | |||
153 | if (!m_Enabled) | 156 | if (!m_Enabled) |
154 | return; | 157 | return; |
155 | 158 | ||
156 | m_LocalCache[scene.RegionInfo.RegionID].Clear(); | 159 | lock (m_LocalCache) |
157 | m_LocalCache.Remove(scene.RegionInfo.RegionID); | 160 | { |
161 | m_LocalCache[scene.RegionInfo.RegionID].Clear(); | ||
162 | m_LocalCache.Remove(scene.RegionInfo.RegionID); | ||
163 | } | ||
158 | } | 164 | } |
159 | 165 | ||
160 | public void RegionLoaded(Scene scene) | 166 | public void RegionLoaded(Scene scene) |
@@ -191,12 +197,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid | |||
191 | 197 | ||
192 | // First see if it's a neighbour, even if it isn't on this sim. | 198 | // First see if it's a neighbour, even if it isn't on this sim. |
193 | // Neighbour data is cached in memory, so this is fast | 199 | // Neighbour data is cached in memory, so this is fast |
194 | foreach (RegionCache rcache in m_LocalCache.Values) | 200 | |
201 | lock (m_LocalCache) | ||
195 | { | 202 | { |
196 | region = rcache.GetRegionByPosition(x, y); | 203 | foreach (RegionCache rcache in m_LocalCache.Values) |
197 | if (region != null) | ||
198 | { | 204 | { |
199 | return region; | 205 | region = rcache.GetRegionByPosition(x, y); |
206 | if (region != null) | ||
207 | { | ||
208 | return region; | ||
209 | } | ||
200 | } | 210 | } |
201 | } | 211 | } |
202 | 212 | ||
@@ -245,12 +255,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid | |||
245 | { | 255 | { |
246 | System.Text.StringBuilder caps = new System.Text.StringBuilder(); | 256 | System.Text.StringBuilder caps = new System.Text.StringBuilder(); |
247 | 257 | ||
248 | foreach (KeyValuePair<UUID, RegionCache> kvp in m_LocalCache) | 258 | lock (m_LocalCache) |
249 | { | 259 | { |
250 | caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); | 260 | foreach (KeyValuePair<UUID, RegionCache> kvp in m_LocalCache) |
251 | List<GridRegion> regions = kvp.Value.GetNeighbours(); | 261 | { |
252 | foreach (GridRegion r in regions) | 262 | caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); |
253 | caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); | 263 | List<GridRegion> regions = kvp.Value.GetNeighbours(); |
264 | foreach (GridRegion r in regions) | ||
265 | caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); | ||
266 | } | ||
254 | } | 267 | } |
255 | 268 | ||
256 | MainConsole.Instance.Output(caps.ToString()); | 269 | MainConsole.Instance.Output(caps.ToString()); |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ff7e5ed..8fe2d72 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -389,10 +389,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | if (value) | 389 | if (value) |
390 | { | 390 | { |
391 | if (!m_active) | 391 | if (!m_active) |
392 | Start(); | 392 | Start(false); |
393 | } | 393 | } |
394 | else | 394 | else |
395 | { | 395 | { |
396 | // This appears assymetric with Start() above but is not - setting m_active = false stops the loops | ||
397 | // XXX: Possibly this should be in an explicit Stop() method for symmetry. | ||
396 | m_active = false; | 398 | m_active = false; |
397 | } | 399 | } |
398 | } | 400 | } |
@@ -1331,10 +1333,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | } | 1333 | } |
1332 | } | 1334 | } |
1333 | 1335 | ||
1336 | public override void Start() | ||
1337 | { | ||
1338 | Start(true); | ||
1339 | } | ||
1340 | |||
1334 | /// <summary> | 1341 | /// <summary> |
1335 | /// Start the scene | 1342 | /// Start the scene |
1336 | /// </summary> | 1343 | /// </summary> |
1337 | public void Start() | 1344 | /// <param name='startScripts'> |
1345 | /// Start the scripts within the scene. | ||
1346 | /// </param> | ||
1347 | public void Start(bool startScripts) | ||
1338 | { | 1348 | { |
1339 | m_active = true; | 1349 | m_active = true; |
1340 | 1350 | ||
@@ -1353,6 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1353 | m_heartbeatThread | 1363 | m_heartbeatThread |
1354 | = Watchdog.StartThread( | 1364 | = Watchdog.StartThread( |
1355 | Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); | 1365 | Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); |
1366 | |||
1367 | StartScripts(); | ||
1356 | } | 1368 | } |
1357 | 1369 | ||
1358 | /// <summary> | 1370 | /// <summary> |
@@ -3699,7 +3711,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3699 | // On login test land permisions | 3711 | // On login test land permisions |
3700 | if (vialogin) | 3712 | if (vialogin) |
3701 | { | 3713 | { |
3702 | if (land != null && !TestLandRestrictions(agent, land, out reason)) | 3714 | if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) |
3703 | { | 3715 | { |
3704 | m_authenticateHandler.RemoveCircuit(agent.circuitcode); | 3716 | m_authenticateHandler.RemoveCircuit(agent.circuitcode); |
3705 | return false; | 3717 | return false; |
@@ -3880,20 +3892,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
3880 | return true; | 3892 | return true; |
3881 | } | 3893 | } |
3882 | 3894 | ||
3883 | private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) | 3895 | public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) |
3884 | { | 3896 | { |
3885 | bool banned = land.IsBannedFromLand(agent.AgentID); | 3897 | if (posX < 0) |
3886 | bool restricted = land.IsRestrictedFromLand(agent.AgentID); | 3898 | posX = 0; |
3899 | else if (posX >= 256) | ||
3900 | posX = 255.999f; | ||
3901 | if (posY < 0) | ||
3902 | posY = 0; | ||
3903 | else if (posY >= 256) | ||
3904 | posY = 255.999f; | ||
3905 | |||
3906 | reason = String.Empty; | ||
3907 | if (Permissions.IsGod(agentID)) | ||
3908 | return true; | ||
3909 | |||
3910 | ILandObject land = LandChannel.GetLandObject(posX, posY); | ||
3911 | if (land == null) | ||
3912 | return false; | ||
3913 | |||
3914 | bool banned = land.IsBannedFromLand(agentID); | ||
3915 | bool restricted = land.IsRestrictedFromLand(agentID); | ||
3887 | 3916 | ||
3888 | if (banned || restricted) | 3917 | if (banned || restricted) |
3889 | { | 3918 | { |
3890 | ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); | 3919 | ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); |
3891 | if (nearestParcel != null) | 3920 | if (nearestParcel != null) |
3892 | { | 3921 | { |
3893 | //Move agent to nearest allowed | 3922 | //Move agent to nearest allowed |
3894 | Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); | 3923 | Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); |
3895 | agent.startpos.X = newPosition.X; | 3924 | posX = newPosition.X; |
3896 | agent.startpos.Y = newPosition.Y; | 3925 | posY = newPosition.Y; |
3897 | } | 3926 | } |
3898 | else | 3927 | else |
3899 | { | 3928 | { |
@@ -5478,6 +5507,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
5478 | /// <returns></returns> | 5507 | /// <returns></returns> |
5479 | public bool QueryAccess(UUID agentID, Vector3 position, out string reason) | 5508 | public bool QueryAccess(UUID agentID, Vector3 position, out string reason) |
5480 | { | 5509 | { |
5510 | reason = "You are banned from the region"; | ||
5511 | |||
5481 | if (EntityTransferModule.IsInTransit(agentID)) | 5512 | if (EntityTransferModule.IsInTransit(agentID)) |
5482 | { | 5513 | { |
5483 | reason = "Agent is still in transit from this region"; | 5514 | reason = "Agent is still in transit from this region"; |
@@ -5489,6 +5520,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
5489 | return false; | 5520 | return false; |
5490 | } | 5521 | } |
5491 | 5522 | ||
5523 | if (Permissions.IsGod(agentID)) | ||
5524 | { | ||
5525 | reason = String.Empty; | ||
5526 | return true; | ||
5527 | } | ||
5528 | |||
5492 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. | 5529 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. |
5493 | // However, the long term fix is to make sure root agent count is always accurate. | 5530 | // However, the long term fix is to make sure root agent count is always accurate. |
5494 | m_sceneGraph.RecalculateStats(); | 5531 | m_sceneGraph.RecalculateStats(); |
@@ -5509,6 +5546,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
5509 | } | 5546 | } |
5510 | } | 5547 | } |
5511 | 5548 | ||
5549 | ScenePresence presence = GetScenePresence(agentID); | ||
5550 | IClientAPI client = null; | ||
5551 | AgentCircuitData aCircuit = null; | ||
5552 | |||
5553 | if (presence != null) | ||
5554 | { | ||
5555 | client = presence.ControllingClient; | ||
5556 | if (client != null) | ||
5557 | aCircuit = client.RequestClientInfo(); | ||
5558 | } | ||
5559 | |||
5560 | // We may be called before there is a presence or a client. | ||
5561 | // Fake AgentCircuitData to keep IAuthorizationModule smiling | ||
5562 | if (client == null) | ||
5563 | { | ||
5564 | aCircuit = new AgentCircuitData(); | ||
5565 | aCircuit.AgentID = agentID; | ||
5566 | aCircuit.firstname = String.Empty; | ||
5567 | aCircuit.lastname = String.Empty; | ||
5568 | } | ||
5569 | |||
5570 | try | ||
5571 | { | ||
5572 | if (!AuthorizeUser(aCircuit, out reason)) | ||
5573 | { | ||
5574 | // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); | ||
5575 | return false; | ||
5576 | } | ||
5577 | } | ||
5578 | catch (Exception e) | ||
5579 | { | ||
5580 | m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); | ||
5581 | return false; | ||
5582 | } | ||
5583 | |||
5512 | if (position == Vector3.Zero) // Teleport | 5584 | if (position == Vector3.Zero) // Teleport |
5513 | { | 5585 | { |
5514 | if (!RegionInfo.EstateSettings.AllowDirectTeleport) | 5586 | if (!RegionInfo.EstateSettings.AllowDirectTeleport) |
@@ -5542,6 +5614,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
5542 | } | 5614 | } |
5543 | } | 5615 | } |
5544 | } | 5616 | } |
5617 | |||
5618 | float posX = 128.0f; | ||
5619 | float posY = 128.0f; | ||
5620 | |||
5621 | if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) | ||
5622 | { | ||
5623 | // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); | ||
5624 | return false; | ||
5625 | } | ||
5626 | } | ||
5627 | else // Walking | ||
5628 | { | ||
5629 | ILandObject land = LandChannel.GetLandObject(position.X, position.Y); | ||
5630 | if (land == null) | ||
5631 | return false; | ||
5632 | |||
5633 | bool banned = land.IsBannedFromLand(agentID); | ||
5634 | bool restricted = land.IsRestrictedFromLand(agentID); | ||
5635 | |||
5636 | if (banned || restricted) | ||
5637 | return false; | ||
5545 | } | 5638 | } |
5546 | 5639 | ||
5547 | reason = String.Empty; | 5640 | reason = String.Empty; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index d3e968e..d2097ea 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs | |||
@@ -561,6 +561,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
561 | get { return false; } | 561 | get { return false; } |
562 | } | 562 | } |
563 | 563 | ||
564 | public virtual void Start() | ||
565 | { | ||
566 | } | ||
567 | |||
564 | public void Restart() | 568 | public void Restart() |
565 | { | 569 | { |
566 | // This has to be here to fire the event | 570 | // This has to be here to fire the event |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index fdf2cb9..231f0f8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -75,11 +75,11 @@ private sealed class BulletBodyUnman : BulletBody | |||
75 | private sealed class BulletShapeUnman : BulletShape | 75 | private sealed class BulletShapeUnman : BulletShape |
76 | { | 76 | { |
77 | public IntPtr ptr; | 77 | public IntPtr ptr; |
78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | 78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) |
79 | : base() | 79 | : base() |
80 | { | 80 | { |
81 | ptr = xx; | 81 | ptr = xx; |
82 | type = typ; | 82 | shapeType = typ; |
83 | } | 83 | } |
84 | public override bool HasPhysicalShape | 84 | public override bool HasPhysicalShape |
85 | { | 85 | { |
@@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape | |||
91 | } | 91 | } |
92 | public override BulletShape Clone() | 92 | public override BulletShape Clone() |
93 | { | 93 | { |
94 | return new BulletShapeUnman(ptr, type); | 94 | return new BulletShapeUnman(ptr, shapeType); |
95 | } | 95 | } |
96 | public override bool ReferenceSame(BulletShape other) | 96 | public override bool ReferenceSame(BulletShape other) |
97 | { | 97 | { |
@@ -255,7 +255,7 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl | |||
255 | { | 255 | { |
256 | BulletWorldUnman worldu = world as BulletWorldUnman; | 256 | BulletWorldUnman worldu = world as BulletWorldUnman; |
257 | return new BulletShapeUnman( | 257 | return new BulletShapeUnman( |
258 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | 258 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), |
259 | BSPhysicsShapeType.SHAPE_HULL); | 259 | BSPhysicsShapeType.SHAPE_HULL); |
260 | } | 260 | } |
261 | 261 | ||
@@ -375,7 +375,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha | |||
375 | { | 375 | { |
376 | BulletWorldUnman worldu = world as BulletWorldUnman; | 376 | BulletWorldUnman worldu = world as BulletWorldUnman; |
377 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; | 377 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; |
378 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); | 378 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType); |
379 | } | 379 | } |
380 | 380 | ||
381 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) | 381 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) |
@@ -1503,7 +1503,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
1503 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | 1503 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); |
1504 | 1504 | ||
1505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1506 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, | 1506 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, |
1507 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, | 1507 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, |
1508 | float scaleFactor, float collisionMargin); | 1508 | float scaleFactor, float collisionMargin); |
1509 | 1509 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index b37265a..59780ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -81,11 +81,11 @@ private sealed class BulletBodyXNA : BulletBody | |||
81 | private sealed class BulletShapeXNA : BulletShape | 81 | private sealed class BulletShapeXNA : BulletShape |
82 | { | 82 | { |
83 | public CollisionShape shape; | 83 | public CollisionShape shape; |
84 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) | 84 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) |
85 | : base() | 85 | : base() |
86 | { | 86 | { |
87 | shape = xx; | 87 | shape = xx; |
88 | type = typ; | 88 | shapeType = typ; |
89 | } | 89 | } |
90 | public override bool HasPhysicalShape | 90 | public override bool HasPhysicalShape |
91 | { | 91 | { |
@@ -97,7 +97,7 @@ private sealed class BulletShapeXNA : BulletShape | |||
97 | } | 97 | } |
98 | public override BulletShape Clone() | 98 | public override BulletShape Clone() |
99 | { | 99 | { |
100 | return new BulletShapeXNA(shape, type); | 100 | return new BulletShapeXNA(shape, shapeType); |
101 | } | 101 | } |
102 | public override bool ReferenceSame(BulletShape other) | 102 | public override bool ReferenceSame(BulletShape other) |
103 | { | 103 | { |
@@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
137 | internal int LastEntityProperty = 0; | 137 | internal int LastEntityProperty = 0; |
138 | 138 | ||
139 | internal EntityProperties[] UpdatedObjects; | 139 | internal EntityProperties[] UpdatedObjects; |
140 | internal Dictionary<uint, GhostObject> specialCollisionObjects; | 140 | internal Dictionary<uint, GhostObject> specialCollisionObjects; |
141 | 141 | ||
142 | private static int m_collisionsThisFrame; | 142 | private static int m_collisionsThisFrame; |
143 | private BSScene PhysicsScene { get; set; } | 143 | private BSScene PhysicsScene { get; set; } |
144 | 144 | ||
@@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
151 | } | 151 | } |
152 | 152 | ||
153 | /// <summary> | 153 | /// <summary> |
154 | /// | 154 | /// |
155 | /// </summary> | 155 | /// </summary> |
156 | /// <param name="p"></param> | 156 | /// <param name="p"></param> |
157 | /// <param name="p_2"></param> | 157 | /// <param name="p_2"></param> |
@@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | 175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
176 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | 176 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); |
177 | 177 | ||
178 | return true; | 178 | return true; |
179 | 179 | ||
180 | } | 180 | } |
@@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
300 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { | 300 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { |
301 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 301 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
302 | return world.GetForceUpdateAllAabbs(); | 302 | return world.GetForceUpdateAllAabbs(); |
303 | 303 | ||
304 | } | 304 | } |
305 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) | 305 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) |
306 | { | 306 | { |
@@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
404 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | 404 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); |
405 | mat._origin = vposition; | 405 | mat._origin = vposition; |
406 | collisionObject.SetWorldTransform(mat); | 406 | collisionObject.SetWorldTransform(mat); |
407 | 407 | ||
408 | } | 408 | } |
409 | 409 | ||
410 | public override Vector3 GetPosition(BulletBody pCollisionObject) | 410 | public override Vector3 GetPosition(BulletBody pCollisionObject) |
@@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
457 | { | 457 | { |
458 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 458 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
459 | collisionObject.Activate(pforceactivation); | 459 | collisionObject.Activate(pforceactivation); |
460 | 460 | ||
461 | } | 461 | } |
462 | 462 | ||
463 | public override Quaternion GetOrientation(BulletBody pCollisionObject) | 463 | public override Quaternion GetOrientation(BulletBody pCollisionObject) |
@@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
486 | { | 486 | { |
487 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 487 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
488 | return collisionObject.GetCcdSweptSphereRadius(); | 488 | return collisionObject.GetCcdSweptSphereRadius(); |
489 | 489 | ||
490 | } | 490 | } |
491 | 491 | ||
492 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) | 492 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) |
@@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
559 | } | 559 | } |
560 | 560 | ||
561 | 561 | ||
562 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | 562 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, |
563 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | 563 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, |
564 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 564 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
565 | 565 | ||
566 | { | 566 | { |
@@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
604 | } | 604 | } |
605 | 605 | ||
606 | /// <summary> | 606 | /// <summary> |
607 | /// | 607 | /// |
608 | /// </summary> | 608 | /// </summary> |
609 | /// <param name="pWorld"></param> | 609 | /// <param name="pWorld"></param> |
610 | /// <param name="pBody1"></param> | 610 | /// <param name="pBody1"></param> |
@@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
824 | { | 824 | { |
825 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | 825 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
826 | float angularDamping = body.GetAngularDamping(); | 826 | float angularDamping = body.GetAngularDamping(); |
827 | body.SetDamping(lin_damping, angularDamping); | 827 | body.SetDamping(lin_damping, angularDamping); |
828 | } | 828 | } |
829 | 829 | ||
830 | public override float GetLinearDamping(BulletBody pBody) | 830 | public override float GetLinearDamping(BulletBody pBody) |
@@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
907 | RigidBody bo = co as RigidBody; | 907 | RigidBody bo = co as RigidBody; |
908 | if (bo == null) | 908 | if (bo == null) |
909 | { | 909 | { |
910 | 910 | ||
911 | if (world.IsInWorld(co)) | 911 | if (world.IsInWorld(co)) |
912 | { | 912 | { |
913 | world.RemoveCollisionObject(co); | 913 | world.RemoveCollisionObject(co); |
@@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
915 | } | 915 | } |
916 | else | 916 | else |
917 | { | 917 | { |
918 | 918 | ||
919 | if (world.IsInWorld(bo)) | 919 | if (world.IsInWorld(bo)) |
920 | { | 920 | { |
921 | world.RemoveRigidBody(bo); | 921 | world.RemoveRigidBody(bo); |
@@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
947 | 947 | ||
948 | // TODO: Turn this from a reference copy to a Value Copy. | 948 | // TODO: Turn this from a reference copy to a Value Copy. |
949 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); | 949 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); |
950 | 950 | ||
951 | return shape2; | 951 | return shape2; |
952 | } | 952 | } |
953 | 953 | ||
@@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
957 | return false; | 957 | return false; |
958 | } | 958 | } |
959 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | 959 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
960 | 960 | ||
961 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 961 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
962 | { | 962 | { |
963 | CollisionWorld world = (pWorld as BulletWorldXNA).world; | 963 | CollisionWorld world = (pWorld as BulletWorldXNA).world; |
@@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
993 | m_startWorldTransform = IndexedMatrix.Identity; | 993 | m_startWorldTransform = IndexedMatrix.Identity; |
994 | */ | 994 | */ |
995 | body.SetUserPointer(pLocalID); | 995 | body.SetUserPointer(pLocalID); |
996 | 996 | ||
997 | return new BulletBodyXNA(pLocalID, body); | 997 | return new BulletBodyXNA(pLocalID, body); |
998 | } | 998 | } |
999 | 999 | ||
1000 | 1000 | ||
1001 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 1001 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
1002 | { | 1002 | { |
1003 | 1003 | ||
@@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1025 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) | 1025 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) |
1026 | { | 1026 | { |
1027 | 1027 | ||
1028 | /* TODO */ | 1028 | /* TODO */ |
1029 | return Vector3.Zero; | 1029 | return Vector3.Zero; |
1030 | } | 1030 | } |
1031 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | 1031 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } |
@@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1035 | { | 1035 | { |
1036 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 1036 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1037 | return collisionObject.IsStaticObject(); | 1037 | return collisionObject.IsStaticObject(); |
1038 | 1038 | ||
1039 | } | 1039 | } |
1040 | public override bool IsKinematicObject(BulletBody pCollisionObject) | 1040 | public override bool IsKinematicObject(BulletBody pCollisionObject) |
1041 | { | 1041 | { |
@@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1098 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); | 1098 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); |
1099 | } | 1099 | } |
1100 | 1100 | ||
1101 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, | 1101 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, |
1102 | ConfigurationParameters[] o, | 1102 | ConfigurationParameters[] o, |
1103 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, | 1103 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, |
1104 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, | 1104 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, |
1105 | object mDebugLogCallbackHandle) | 1105 | object mDebugLogCallbackHandle) |
1106 | { | 1106 | { |
1107 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | 1107 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); |
@@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1138 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; | 1138 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; |
1139 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; | 1139 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; |
1140 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; | 1140 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; |
1141 | 1141 | ||
1142 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; | 1142 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; |
1143 | 1143 | ||
1144 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | 1144 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; |
1145 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | 1145 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; |
1146 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | 1146 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; |
@@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1160 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; | 1160 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; |
1161 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | 1161 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; |
1162 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | 1162 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); |
1163 | 1163 | ||
1164 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | 1164 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); |
1165 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | 1165 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); |
1166 | 1166 | ||
@@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1263 | } | 1263 | } |
1264 | } | 1264 | } |
1265 | return ret; | 1265 | return ret; |
1266 | 1266 | ||
1267 | } | 1267 | } |
1268 | 1268 | ||
1269 | public override float GetAngularMotionDisc(BulletShape pShape) | 1269 | public override float GetAngularMotionDisc(BulletShape pShape) |
@@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1353 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | 1353 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1354 | gObj.SetCollisionShape(shape); | 1354 | gObj.SetCollisionShape(shape); |
1355 | gObj.SetUserPointer(pLocalID); | 1355 | gObj.SetUserPointer(pLocalID); |
1356 | 1356 | ||
1357 | if (specialCollisionObjects.ContainsKey(pLocalID)) | 1357 | if (specialCollisionObjects.ContainsKey(pLocalID)) |
1358 | specialCollisionObjects[pLocalID] = gObj; | 1358 | specialCollisionObjects[pLocalID] = gObj; |
1359 | else | 1359 | else |
1360 | specialCollisionObjects.Add(pLocalID, gObj); | 1360 | specialCollisionObjects.Add(pLocalID, gObj); |
1361 | 1361 | ||
1362 | // TODO: Add to Special CollisionObjects! | 1362 | // TODO: Add to Special CollisionObjects! |
@@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1447 | return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); | 1447 | return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); |
1448 | } | 1448 | } |
1449 | 1449 | ||
1450 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { | 1450 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { |
1451 | 1451 | ||
1452 | if (cShape == null) | 1452 | if (cShape == null) |
1453 | return null; | 1453 | return null; |
1454 | CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; | 1454 | CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; |
@@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1456 | BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); | 1456 | BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); |
1457 | 1457 | ||
1458 | 1458 | ||
1459 | return retShape; | 1459 | return retShape; |
1460 | } | 1460 | } |
1461 | 1461 | ||
1462 | public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) | 1462 | public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) |
@@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1598 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 1598 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
1599 | } | 1599 | } |
1600 | 1600 | ||
1601 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | 1601 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, |
1602 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | 1602 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, |
1603 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 1603 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
1604 | 1604 | ||
1605 | { | 1605 | { |
@@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1745 | { | 1745 | { |
1746 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 1746 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1747 | CompoundShape compoundshape = new CompoundShape(false); | 1747 | CompoundShape compoundshape = new CompoundShape(false); |
1748 | 1748 | ||
1749 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | 1749 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); |
1750 | int ii = 1; | 1750 | int ii = 1; |
1751 | 1751 | ||
@@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1761 | int ender = ((ii + 4) + (vertexCount*3)); | 1761 | int ender = ((ii + 4) + (vertexCount*3)); |
1762 | for (int iii = ii + 4; iii < ender; iii+=3) | 1762 | for (int iii = ii + 4; iii < ender; iii+=3) |
1763 | { | 1763 | { |
1764 | 1764 | ||
1765 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | 1765 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); |
1766 | } | 1766 | } |
1767 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | 1767 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); |
@@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1769 | compoundshape.AddChildShape(ref childTrans, convexShape); | 1769 | compoundshape.AddChildShape(ref childTrans, convexShape); |
1770 | ii += (vertexCount*3 + 4); | 1770 | ii += (vertexCount*3 + 4); |
1771 | } | 1771 | } |
1772 | 1772 | ||
1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | 1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); |
1774 | } | 1774 | } |
1775 | 1775 | ||
@@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1791 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | 1791 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) |
1792 | { | 1792 | { |
1793 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | 1793 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); |
1794 | 1794 | ||
1795 | for (int iter = 0; iter < pVerticesCount; iter++) | 1795 | for (int iter = 0; iter < pVerticesCount; iter++) |
1796 | { | 1796 | { |
1797 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | 1797 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; |
1798 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | 1798 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; |
1799 | } | 1799 | } |
1800 | 1800 | ||
1801 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | 1801 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); |
1802 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | 1802 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); |
1803 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | 1803 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); |
@@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1811 | mesh.m_vertexStride = 3; | 1811 | mesh.m_vertexStride = 3; |
1812 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | 1812 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; |
1813 | mesh.m_triangleIndexStride = 3; | 1813 | mesh.m_triangleIndexStride = 3; |
1814 | 1814 | ||
1815 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | 1815 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); |
1816 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | 1816 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); |
1817 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | 1817 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); |
@@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1822 | } | 1822 | } |
1823 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | 1823 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) |
1824 | { | 1824 | { |
1825 | 1825 | ||
1826 | String fileName = "objTest3.raw"; | 1826 | String fileName = "objTest3.raw"; |
1827 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | 1827 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); |
1828 | StreamWriter sw = new StreamWriter(completePath); | 1828 | StreamWriter sw = new StreamWriter(completePath); |
@@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1848 | string s = vertices[indices[i * 3]].ToString("0.0000"); | 1848 | string s = vertices[indices[i * 3]].ToString("0.0000"); |
1849 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | 1849 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); |
1850 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | 1850 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); |
1851 | 1851 | ||
1852 | sw.Write(s + "\n"); | 1852 | sw.Write(s + "\n"); |
1853 | } | 1853 | } |
1854 | 1854 | ||
@@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1870 | mesh.m_vertexStride = 3; | 1870 | mesh.m_vertexStride = 3; |
1871 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | 1871 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; |
1872 | mesh.m_triangleIndexStride = 3; | 1872 | mesh.m_triangleIndexStride = 3; |
1873 | 1873 | ||
1874 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | 1874 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); |
1875 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | 1875 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); |
1876 | 1876 | ||
@@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1901 | sw.Close(); | 1901 | sw.Close(); |
1902 | } | 1902 | } |
1903 | 1903 | ||
1904 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 1904 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
1905 | float scaleFactor, float collisionMargin) | 1905 | float scaleFactor, float collisionMargin) |
1906 | { | 1906 | { |
1907 | const int upAxis = 2; | 1907 | const int upAxis = 2; |
@@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1943 | /* TODO */ | 1943 | /* TODO */ |
1944 | updatedEntityCount = 0; | 1944 | updatedEntityCount = 0; |
1945 | collidersCount = 0; | 1945 | collidersCount = 0; |
1946 | 1946 | ||
1947 | 1947 | ||
1948 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); | 1948 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); |
1949 | 1949 | ||
1950 | return ret; | 1950 | return ret; |
1951 | } | 1951 | } |
1952 | 1952 | ||
1953 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | 1953 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, |
1954 | out int updatedEntityCount, out EntityProperties[] updatedEntities, | 1954 | out int updatedEntityCount, out EntityProperties[] updatedEntities, |
1955 | out int collidersCount, out CollisionDesc[] colliders) | 1955 | out int collidersCount, out CollisionDesc[] colliders) |
1956 | { | 1956 | { |
@@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1959 | return epic; | 1959 | return epic; |
1960 | } | 1960 | } |
1961 | 1961 | ||
1962 | private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, | 1962 | private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, |
1963 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) | 1963 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) |
1964 | { | 1964 | { |
1965 | int numSimSteps = 0; | 1965 | int numSimSteps = 0; |
1966 | Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); | 1966 | Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); |
1967 | Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); | 1967 | Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); |
1968 | LastEntityProperty=0; | 1968 | LastEntityProperty=0; |
1969 | 1969 | ||
1970 | 1970 | ||
1971 | 1971 | ||
1972 | 1972 | ||
1973 | 1973 | ||
1974 | 1974 | ||
1975 | LastCollisionDesc=0; | 1975 | LastCollisionDesc=0; |
1976 | 1976 | ||
1977 | updatedEntityCount = 0; | 1977 | updatedEntityCount = 0; |
1978 | collidersCount = 0; | 1978 | collidersCount = 0; |
1979 | 1979 | ||
1980 | 1980 | ||
1981 | if (pWorld is BulletWorldXNA) | 1981 | if (pWorld is BulletWorldXNA) |
1982 | { | 1982 | { |
@@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2033 | 2033 | ||
2034 | collidersCount = LastCollisionDesc; | 2034 | collidersCount = LastCollisionDesc; |
2035 | colliders = UpdatedCollisions; | 2035 | colliders = UpdatedCollisions; |
2036 | 2036 | ||
2037 | 2037 | ||
2038 | } | 2038 | } |
2039 | else | 2039 | else |
@@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2041 | //if (updatedEntities is null) | 2041 | //if (updatedEntities is null) |
2042 | //updatedEntities = new List<BulletXNA.EntityProperties>(); | 2042 | //updatedEntities = new List<BulletXNA.EntityProperties>(); |
2043 | //updatedEntityCount = 0; | 2043 | //updatedEntityCount = 0; |
2044 | 2044 | ||
2045 | 2045 | ||
2046 | //collidersCount = 0; | 2046 | //collidersCount = 0; |
2047 | 2047 | ||
2048 | updatedEntities = new EntityProperties[0]; | 2048 | updatedEntities = new EntityProperties[0]; |
2049 | 2049 | ||
2050 | 2050 | ||
2051 | colliders = new CollisionDesc[0]; | 2051 | colliders = new CollisionDesc[0]; |
2052 | 2052 | ||
2053 | } | 2053 | } |
2054 | return numSimSteps; | 2054 | return numSimSteps; |
2055 | } | 2055 | } |
@@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2057 | { | 2057 | { |
2058 | IOverlappingPairCache cache = obj.GetOverlappingPairCache(); | 2058 | IOverlappingPairCache cache = obj.GetOverlappingPairCache(); |
2059 | ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); | 2059 | ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); |
2060 | 2060 | ||
2061 | DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; | 2061 | DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; |
2062 | PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); | 2062 | PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); |
2063 | BroadphasePair collisionPair; | 2063 | BroadphasePair collisionPair; |
@@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2069 | ManifoldPoint pt; | 2069 | ManifoldPoint pt; |
2070 | 2070 | ||
2071 | int numPairs = pairs.Count; | 2071 | int numPairs = pairs.Count; |
2072 | 2072 | ||
2073 | for (int i = 0; i < numPairs; i++) | 2073 | for (int i = 0; i < numPairs; i++) |
2074 | { | 2074 | { |
2075 | manifoldArray.Clear(); | 2075 | manifoldArray.Clear(); |
@@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2078 | collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); | 2078 | collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); |
2079 | if (collisionPair == null) | 2079 | if (collisionPair == null) |
2080 | continue; | 2080 | continue; |
2081 | 2081 | ||
2082 | collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); | 2082 | collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); |
2083 | for (int j = 0; j < manifoldArray.Count; j++) | 2083 | for (int j = 0; j < manifoldArray.Count; j++) |
2084 | { | 2084 | { |
@@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2101 | } | 2101 | } |
2102 | private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) | 2102 | private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) |
2103 | { | 2103 | { |
2104 | 2104 | ||
2105 | IndexedVector3 contactNormal = norm; | 2105 | IndexedVector3 contactNormal = norm; |
2106 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | 2106 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && |
2107 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | 2107 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) |
@@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2171 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | 2171 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) |
2172 | { | 2172 | { |
2173 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; | 2173 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; |
2174 | 2174 | ||
2175 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | 2175 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); |
2176 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | 2176 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); |
2177 | using ( | 2177 | using ( |
2178 | ClosestNotMeRayResultCallback rayCallback = | 2178 | ClosestNotMeRayResultCallback rayCallback = |
2179 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | 2179 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) |
2180 | ) | 2180 | ) |
2181 | { | 2181 | { |
@@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2191 | return false; | 2191 | return false; |
2192 | } | 2192 | } |
2193 | } | 2193 | } |
2194 | |||
2195 | 2194 | ||
2196 | 2195 | ||
2196 | |||
2197 | 2197 | ||
2198 | public class SimMotionState : DefaultMotionState | 2198 | public class SimMotionState : DefaultMotionState |
2199 | { | 2199 | { |
@@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2286 | m_lastProperties = m_properties; | 2286 | m_lastProperties = m_properties; |
2287 | if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) | 2287 | if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) |
2288 | m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); | 2288 | m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); |
2289 | 2289 | ||
2290 | //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; | 2290 | //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; |
2291 | } | 2291 | } |
2292 | 2292 | ||
2293 | 2293 | ||
2294 | 2294 | ||
2295 | 2295 | ||
2296 | } | 2296 | } |
2297 | public override void SetRigidBody(RigidBody body) | 2297 | public override void SetRigidBody(RigidBody body) |
@@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2314 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && | 2314 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && |
2315 | (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); | 2315 | (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); |
2316 | } | 2316 | } |
2317 | 2317 | ||
2318 | } | 2318 | } |
2319 | } | 2319 | } |
2320 | 2320 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index bd5ee0b1..4e067b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -87,8 +87,8 @@ public class BSActorAvatarMove : BSActor | |||
87 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 87 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
88 | // Register a prestep action to restore physical requirements before the next simulation step. | 88 | // Register a prestep action to restore physical requirements before the next simulation step. |
89 | // Called at taint-time. | 89 | // Called at taint-time. |
90 | // BSActor.RemoveBodyDependencies() | 90 | // BSActor.RemoveDependencies() |
91 | public override void RemoveBodyDependencies() | 91 | public override void RemoveDependencies() |
92 | { | 92 | { |
93 | // Nothing to do for the hoverer since it is all software at pre-step action time. | 93 | // Nothing to do for the hoverer since it is all software at pre-step action time. |
94 | } | 94 | } |
@@ -115,7 +115,7 @@ public class BSActorAvatarMove : BSActor | |||
115 | if (m_velocityMotor == null) | 115 | if (m_velocityMotor == null) |
116 | { | 116 | { |
117 | // Infinite decay and timescale values so motor only changes current to target values. | 117 | // Infinite decay and timescale values so motor only changes current to target values. |
118 | m_velocityMotor = new BSVMotor("BSCharacter.Velocity", | 118 | m_velocityMotor = new BSVMotor("BSCharacter.Velocity", |
119 | 0.2f, // time scale | 119 | 0.2f, // time scale |
120 | BSMotor.Infinite, // decay time scale | 120 | BSMotor.Infinite, // decay time scale |
121 | BSMotor.InfiniteVector, // friction timescale | 121 | BSMotor.InfiniteVector, // friction timescale |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 92ace66..3630ca8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | |||
@@ -87,8 +87,8 @@ public class BSActorHover : BSActor | |||
87 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 87 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
88 | // Register a prestep action to restore physical requirements before the next simulation step. | 88 | // Register a prestep action to restore physical requirements before the next simulation step. |
89 | // Called at taint-time. | 89 | // Called at taint-time. |
90 | // BSActor.RemoveBodyDependencies() | 90 | // BSActor.RemoveDependencies() |
91 | public override void RemoveBodyDependencies() | 91 | public override void RemoveDependencies() |
92 | { | 92 | { |
93 | // Nothing to do for the hoverer since it is all software at pre-step action time. | 93 | // Nothing to do for the hoverer since it is all software at pre-step action time. |
94 | } | 94 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 09ee32b..7801d8e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -63,7 +63,7 @@ public class BSActorLockAxis : BSActor | |||
63 | // BSActor.Refresh() | 63 | // BSActor.Refresh() |
64 | public override void Refresh() | 64 | public override void Refresh() |
65 | { | 65 | { |
66 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", | 66 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", |
67 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); | 67 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); |
68 | // If all the axis are free, we don't need to exist | 68 | // If all the axis are free, we don't need to exist |
69 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) | 69 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) |
@@ -85,8 +85,8 @@ public class BSActorLockAxis : BSActor | |||
85 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 85 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
86 | // Register a prestep action to restore physical requirements before the next simulation step. | 86 | // Register a prestep action to restore physical requirements before the next simulation step. |
87 | // Called at taint-time. | 87 | // Called at taint-time. |
88 | // BSActor.RemoveBodyDependencies() | 88 | // BSActor.RemoveDependencies() |
89 | public override void RemoveBodyDependencies() | 89 | public override void RemoveDependencies() |
90 | { | 90 | { |
91 | if (LockAxisConstraint != null) | 91 | if (LockAxisConstraint != null) |
92 | { | 92 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 56aacc5..1b598fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs | |||
@@ -88,8 +88,8 @@ public class BSActorMoveToTarget : BSActor | |||
88 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 88 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
89 | // Register a prestep action to restore physical requirements before the next simulation step. | 89 | // Register a prestep action to restore physical requirements before the next simulation step. |
90 | // Called at taint-time. | 90 | // Called at taint-time. |
91 | // BSActor.RemoveBodyDependencies() | 91 | // BSActor.RemoveDependencies() |
92 | public override void RemoveBodyDependencies() | 92 | public override void RemoveDependencies() |
93 | { | 93 | { |
94 | // Nothing to do for the moveToTarget since it is all software at pre-step action time. | 94 | // Nothing to do for the moveToTarget since it is all software at pre-step action time. |
95 | } | 95 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index 3ad138d..c0f40fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs | |||
@@ -89,8 +89,8 @@ public class BSActorSetForce : BSActor | |||
89 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 89 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
90 | // Register a prestep action to restore physical requirements before the next simulation step. | 90 | // Register a prestep action to restore physical requirements before the next simulation step. |
91 | // Called at taint-time. | 91 | // Called at taint-time. |
92 | // BSActor.RemoveBodyDependencies() | 92 | // BSActor.RemoveDependencies() |
93 | public override void RemoveBodyDependencies() | 93 | public override void RemoveDependencies() |
94 | { | 94 | { |
95 | // Nothing to do for the hoverer since it is all software at pre-step action time. | 95 | // Nothing to do for the hoverer since it is all software at pre-step action time. |
96 | } | 96 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 7a791ec..b3806e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs | |||
@@ -89,8 +89,8 @@ public class BSActorSetTorque : BSActor | |||
89 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 89 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
90 | // Register a prestep action to restore physical requirements before the next simulation step. | 90 | // Register a prestep action to restore physical requirements before the next simulation step. |
91 | // Called at taint-time. | 91 | // Called at taint-time. |
92 | // BSActor.RemoveBodyDependencies() | 92 | // BSActor.RemoveDependencies() |
93 | public override void RemoveBodyDependencies() | 93 | public override void RemoveDependencies() |
94 | { | 94 | { |
95 | // Nothing to do for the hoverer since it is all software at pre-step action time. | 95 | // Nothing to do for the hoverer since it is all software at pre-step action time. |
96 | } | 96 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 12a8817..fff63e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | |||
@@ -106,9 +106,9 @@ public class BSActorCollection | |||
106 | { | 106 | { |
107 | ForEachActor(a => a.Refresh()); | 107 | ForEachActor(a => a.Refresh()); |
108 | } | 108 | } |
109 | public void RemoveBodyDependencies() | 109 | public void RemoveDependencies() |
110 | { | 110 | { |
111 | ForEachActor(a => a.RemoveBodyDependencies()); | 111 | ForEachActor(a => a.RemoveDependencies()); |
112 | } | 112 | } |
113 | } | 113 | } |
114 | 114 | ||
@@ -117,7 +117,7 @@ public class BSActorCollection | |||
117 | /// Each physical object can have 'actors' who are pushing the object around. | 117 | /// Each physical object can have 'actors' who are pushing the object around. |
118 | /// This can be used for hover, locking axis, making vehicles, etc. | 118 | /// This can be used for hover, locking axis, making vehicles, etc. |
119 | /// Each physical object can have multiple actors acting on it. | 119 | /// Each physical object can have multiple actors acting on it. |
120 | /// | 120 | /// |
121 | /// An actor usually registers itself with physics scene events (pre-step action) | 121 | /// An actor usually registers itself with physics scene events (pre-step action) |
122 | /// and modifies the parameters on the host physical object. | 122 | /// and modifies the parameters on the host physical object. |
123 | /// </summary> | 123 | /// </summary> |
@@ -154,7 +154,7 @@ public abstract class BSActor | |||
154 | public abstract void Refresh(); | 154 | public abstract void Refresh(); |
155 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 155 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
156 | // Register a prestep action to restore physical requirements before the next simulation step. | 156 | // Register a prestep action to restore physical requirements before the next simulation step. |
157 | public abstract void RemoveBodyDependencies(); | 157 | public abstract void RemoveDependencies(); |
158 | 158 | ||
159 | } | 159 | } |
160 | } | 160 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index bfeec24..3378c93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -298,7 +298,7 @@ public abstract class BSAPITemplate | |||
298 | { | 298 | { |
299 | // Returns the name of the underlying Bullet engine | 299 | // Returns the name of the underlying Bullet engine |
300 | public abstract string BulletEngineName { get; } | 300 | public abstract string BulletEngineName { get; } |
301 | public abstract string BulletEngineVersion { get; protected set;} | 301 | public abstract string BulletEngineVersion { get; protected set;} |
302 | 302 | ||
303 | // Initialization and simulation | 303 | // Initialization and simulation |
304 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | 304 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, |
@@ -373,7 +373,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | |||
373 | // ===================================================================================== | 373 | // ===================================================================================== |
374 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); | 374 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); |
375 | 375 | ||
376 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 376 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
377 | float scaleFactor, float collisionMargin); | 377 | float scaleFactor, float collisionMargin); |
378 | 378 | ||
379 | // ===================================================================================== | 379 | // ===================================================================================== |
@@ -388,7 +388,7 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
388 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 388 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
389 | 389 | ||
390 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | 390 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, |
391 | Vector3 frameInBloc, Quaternion frameInBrot, | 391 | Vector3 frameInBloc, Quaternion frameInBrot, |
392 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | 392 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); |
393 | 393 | ||
394 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 394 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index a0d58d3..542f732 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -95,18 +95,18 @@ public sealed class BSCharacter : BSPhysObject | |||
95 | // the avatar seeking to reach the motor's target speed. | 95 | // the avatar seeking to reach the motor's target speed. |
96 | // This motor runs as a prestep action for the avatar so it will keep the avatar | 96 | // This motor runs as a prestep action for the avatar so it will keep the avatar |
97 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | 97 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. |
98 | m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); | 98 | m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); |
99 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | 99 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); |
100 | 100 | ||
101 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 101 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
102 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); | 102 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
103 | 103 | ||
104 | // do actual creation in taint time | 104 | // do actual creation in taint time |
105 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 105 | PhysScene.TaintedObject("BSCharacter.create", delegate() |
106 | { | 106 | { |
107 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 107 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
108 | // New body and shape into PhysBody and PhysShape | 108 | // New body and shape into PhysBody and PhysShape |
109 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); | 109 | PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); |
110 | 110 | ||
111 | SetPhysicalProperties(); | 111 | SetPhysicalProperties(); |
112 | }); | 112 | }); |
@@ -119,18 +119,18 @@ public sealed class BSCharacter : BSPhysObject | |||
119 | base.Destroy(); | 119 | base.Destroy(); |
120 | 120 | ||
121 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 121 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
122 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 122 | PhysScene.TaintedObject("BSCharacter.destroy", delegate() |
123 | { | 123 | { |
124 | PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); | 124 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
125 | PhysBody.Clear(); | 125 | PhysBody.Clear(); |
126 | PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */); | 126 | PhysShape.Dereference(PhysScene); |
127 | PhysShape.Clear(); | 127 | PhysShape = new BSShapeNull(); |
128 | }); | 128 | }); |
129 | } | 129 | } |
130 | 130 | ||
131 | private void SetPhysicalProperties() | 131 | private void SetPhysicalProperties() |
132 | { | 132 | { |
133 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | 133 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
134 | 134 | ||
135 | ZeroMotion(true); | 135 | ZeroMotion(true); |
136 | ForcePosition = _position; | 136 | ForcePosition = _position; |
@@ -145,35 +145,35 @@ public sealed class BSCharacter : BSPhysObject | |||
145 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 145 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
146 | Flying = _flying; | 146 | Flying = _flying; |
147 | 147 | ||
148 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); | 148 | PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); |
149 | PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); | 149 | PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin); |
150 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 150 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
151 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 151 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
152 | if (BSParam.CcdMotionThreshold > 0f) | 152 | if (BSParam.CcdMotionThreshold > 0f) |
153 | { | 153 | { |
154 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | 154 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
155 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | 155 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
156 | } | 156 | } |
157 | 157 | ||
158 | UpdatePhysicalMassProperties(RawMass, false); | 158 | UpdatePhysicalMassProperties(RawMass, false); |
159 | 159 | ||
160 | // Make so capsule does not fall over | 160 | // Make so capsule does not fall over |
161 | PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); | 161 | PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); |
162 | 162 | ||
163 | // The avatar mover sets some parameters. | 163 | // The avatar mover sets some parameters. |
164 | PhysicalActors.Refresh(); | 164 | PhysicalActors.Refresh(); |
165 | 165 | ||
166 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); | 166 | PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); |
167 | 167 | ||
168 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 168 | PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); |
169 | 169 | ||
170 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 170 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
171 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); | 171 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); |
172 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 172 | PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); |
173 | 173 | ||
174 | // Do this after the object has been added to the world | 174 | // Do this after the object has been added to the world |
175 | PhysBody.collisionType = CollisionType.Avatar; | 175 | PhysBody.collisionType = CollisionType.Avatar; |
176 | PhysBody.ApplyCollisionMask(PhysicsScene); | 176 | PhysBody.ApplyCollisionMask(PhysScene); |
177 | } | 177 | } |
178 | 178 | ||
179 | 179 | ||
@@ -203,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject | |||
203 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 203 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
204 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); | 204 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
205 | 205 | ||
206 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 206 | PhysScene.TaintedObject("BSCharacter.setSize", delegate() |
207 | { | 207 | { |
208 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 208 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) |
209 | { | 209 | { |
210 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 210 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
211 | UpdatePhysicalMassProperties(RawMass, true); | 211 | UpdatePhysicalMassProperties(RawMass, true); |
212 | // Make sure this change appears as a property update event | 212 | // Make sure this change appears as a property update event |
213 | PhysicsScene.PE.PushUpdate(PhysBody); | 213 | PhysScene.PE.PushUpdate(PhysBody); |
214 | } | 214 | } |
215 | }); | 215 | }); |
216 | 216 | ||
@@ -221,11 +221,6 @@ public sealed class BSCharacter : BSPhysObject | |||
221 | { | 221 | { |
222 | set { BaseShape = value; } | 222 | set { BaseShape = value; } |
223 | } | 223 | } |
224 | // I want the physics engine to make an avatar capsule | ||
225 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
226 | { | ||
227 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } | ||
228 | } | ||
229 | 224 | ||
230 | public override bool Grabbed { | 225 | public override bool Grabbed { |
231 | set { _grabbed = value; } | 226 | set { _grabbed = value; } |
@@ -252,24 +247,24 @@ public sealed class BSCharacter : BSPhysObject | |||
252 | _rotationalVelocity = OMV.Vector3.Zero; | 247 | _rotationalVelocity = OMV.Vector3.Zero; |
253 | 248 | ||
254 | // Zero some other properties directly into the physics engine | 249 | // Zero some other properties directly into the physics engine |
255 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 250 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() |
256 | { | 251 | { |
257 | if (PhysBody.HasPhysicalBody) | 252 | if (PhysBody.HasPhysicalBody) |
258 | PhysicsScene.PE.ClearAllForces(PhysBody); | 253 | PhysScene.PE.ClearAllForces(PhysBody); |
259 | }); | 254 | }); |
260 | } | 255 | } |
261 | public override void ZeroAngularMotion(bool inTaintTime) | 256 | public override void ZeroAngularMotion(bool inTaintTime) |
262 | { | 257 | { |
263 | _rotationalVelocity = OMV.Vector3.Zero; | 258 | _rotationalVelocity = OMV.Vector3.Zero; |
264 | 259 | ||
265 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 260 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() |
266 | { | 261 | { |
267 | if (PhysBody.HasPhysicalBody) | 262 | if (PhysBody.HasPhysicalBody) |
268 | { | 263 | { |
269 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); | 264 | PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); |
270 | PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); | 265 | PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); |
271 | // The next also get rid of applied linear force but the linear velocity is untouched. | 266 | // The next also get rid of applied linear force but the linear velocity is untouched. |
272 | PhysicsScene.PE.ClearForces(PhysBody); | 267 | PhysScene.PE.ClearForces(PhysBody); |
273 | } | 268 | } |
274 | }); | 269 | }); |
275 | } | 270 | } |
@@ -291,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject | |||
291 | set { | 286 | set { |
292 | _position = value; | 287 | _position = value; |
293 | 288 | ||
294 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 289 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() |
295 | { | 290 | { |
296 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 291 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
297 | PositionSanityCheck(); | 292 | PositionSanityCheck(); |
@@ -301,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject | |||
301 | } | 296 | } |
302 | public override OMV.Vector3 ForcePosition { | 297 | public override OMV.Vector3 ForcePosition { |
303 | get { | 298 | get { |
304 | _position = PhysicsScene.PE.GetPosition(PhysBody); | 299 | _position = PhysScene.PE.GetPosition(PhysBody); |
305 | return _position; | 300 | return _position; |
306 | } | 301 | } |
307 | set { | 302 | set { |
308 | _position = value; | 303 | _position = value; |
309 | if (PhysBody.HasPhysicalBody) | 304 | if (PhysBody.HasPhysicalBody) |
310 | { | 305 | { |
311 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 306 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); |
312 | } | 307 | } |
313 | } | 308 | } |
314 | } | 309 | } |
@@ -322,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject | |||
322 | bool ret = false; | 317 | bool ret = false; |
323 | 318 | ||
324 | // TODO: check for out of bounds | 319 | // TODO: check for out of bounds |
325 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) | 320 | if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
326 | { | 321 | { |
327 | // The character is out of the known/simulated area. | 322 | // The character is out of the known/simulated area. |
328 | // Force the avatar position to be within known. ScenePresence will use the position | 323 | // Force the avatar position to be within known. ScenePresence will use the position |
329 | // plus the velocity to decide if the avatar is moving out of the region. | 324 | // plus the velocity to decide if the avatar is moving out of the region. |
330 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); | 325 | RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
331 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | 326 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); |
332 | return true; | 327 | return true; |
333 | } | 328 | } |
334 | 329 | ||
335 | // If below the ground, move the avatar up | 330 | // If below the ground, move the avatar up |
336 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | 331 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
337 | if (Position.Z < terrainHeight) | 332 | if (Position.Z < terrainHeight) |
338 | { | 333 | { |
339 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 334 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
@@ -342,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject | |||
342 | } | 337 | } |
343 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 338 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
344 | { | 339 | { |
345 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 340 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); |
346 | if (Position.Z < waterHeight) | 341 | if (Position.Z < waterHeight) |
347 | { | 342 | { |
348 | _position.Z = waterHeight; | 343 | _position.Z = waterHeight; |
@@ -363,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject | |||
363 | { | 358 | { |
364 | // The new position value must be pushed into the physics engine but we can't | 359 | // The new position value must be pushed into the physics engine but we can't |
365 | // just assign to "Position" because of potential call loops. | 360 | // just assign to "Position" because of potential call loops. |
366 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 361 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() |
367 | { | 362 | { |
368 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 363 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
369 | ForcePosition = _position; | 364 | ForcePosition = _position; |
@@ -376,13 +371,13 @@ public sealed class BSCharacter : BSPhysObject | |||
376 | public override float Mass { get { return _mass; } } | 371 | public override float Mass { get { return _mass; } } |
377 | 372 | ||
378 | // used when we only want this prim's mass and not the linkset thing | 373 | // used when we only want this prim's mass and not the linkset thing |
379 | public override float RawMass { | 374 | public override float RawMass { |
380 | get {return _mass; } | 375 | get {return _mass; } |
381 | } | 376 | } |
382 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 377 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
383 | { | 378 | { |
384 | OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); | 379 | OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); |
385 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); | 380 | PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia); |
386 | } | 381 | } |
387 | 382 | ||
388 | public override OMV.Vector3 Force { | 383 | public override OMV.Vector3 Force { |
@@ -390,11 +385,11 @@ public sealed class BSCharacter : BSPhysObject | |||
390 | set { | 385 | set { |
391 | RawForce = value; | 386 | RawForce = value; |
392 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 387 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
393 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 388 | PhysScene.TaintedObject("BSCharacter.SetForce", delegate() |
394 | { | 389 | { |
395 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); | 390 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
396 | if (PhysBody.HasPhysicalBody) | 391 | if (PhysBody.HasPhysicalBody) |
397 | PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); | 392 | PhysScene.PE.SetObjectForce(PhysBody, RawForce); |
398 | }); | 393 | }); |
399 | } | 394 | } |
400 | } | 395 | } |
@@ -437,7 +432,7 @@ public sealed class BSCharacter : BSPhysObject | |||
437 | set { | 432 | set { |
438 | RawVelocity = value; | 433 | RawVelocity = value; |
439 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); | 434 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); |
440 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 435 | PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() |
441 | { | 436 | { |
442 | if (m_moveActor != null) | 437 | if (m_moveActor != null) |
443 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); | 438 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); |
@@ -450,11 +445,11 @@ public sealed class BSCharacter : BSPhysObject | |||
450 | public override OMV.Vector3 ForceVelocity { | 445 | public override OMV.Vector3 ForceVelocity { |
451 | get { return RawVelocity; } | 446 | get { return RawVelocity; } |
452 | set { | 447 | set { |
453 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 448 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
454 | 449 | ||
455 | RawVelocity = value; | 450 | RawVelocity = value; |
456 | PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); | 451 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
457 | PhysicsScene.PE.Activate(PhysBody, true); | 452 | PhysScene.PE.Activate(PhysBody, true); |
458 | } | 453 | } |
459 | } | 454 | } |
460 | public override OMV.Vector3 Torque { | 455 | public override OMV.Vector3 Torque { |
@@ -484,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject | |||
484 | if (_orientation != value) | 479 | if (_orientation != value) |
485 | { | 480 | { |
486 | _orientation = value; | 481 | _orientation = value; |
487 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 482 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() |
488 | { | 483 | { |
489 | ForceOrientation = _orientation; | 484 | ForceOrientation = _orientation; |
490 | }); | 485 | }); |
@@ -496,7 +491,7 @@ public sealed class BSCharacter : BSPhysObject | |||
496 | { | 491 | { |
497 | get | 492 | get |
498 | { | 493 | { |
499 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); | 494 | _orientation = PhysScene.PE.GetOrientation(PhysBody); |
500 | return _orientation; | 495 | return _orientation; |
501 | } | 496 | } |
502 | set | 497 | set |
@@ -505,7 +500,7 @@ public sealed class BSCharacter : BSPhysObject | |||
505 | if (PhysBody.HasPhysicalBody) | 500 | if (PhysBody.HasPhysicalBody) |
506 | { | 501 | { |
507 | // _position = PhysicsScene.PE.GetPosition(BSBody); | 502 | // _position = PhysicsScene.PE.GetPosition(BSBody); |
508 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 503 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); |
509 | } | 504 | } |
510 | } | 505 | } |
511 | } | 506 | } |
@@ -554,14 +549,14 @@ public sealed class BSCharacter : BSPhysObject | |||
554 | public override bool FloatOnWater { | 549 | public override bool FloatOnWater { |
555 | set { | 550 | set { |
556 | _floatOnWater = value; | 551 | _floatOnWater = value; |
557 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 552 | PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() |
558 | { | 553 | { |
559 | if (PhysBody.HasPhysicalBody) | 554 | if (PhysBody.HasPhysicalBody) |
560 | { | 555 | { |
561 | if (_floatOnWater) | 556 | if (_floatOnWater) |
562 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 557 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
563 | else | 558 | else |
564 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 559 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
565 | } | 560 | } |
566 | }); | 561 | }); |
567 | } | 562 | } |
@@ -582,7 +577,7 @@ public sealed class BSCharacter : BSPhysObject | |||
582 | public override float Buoyancy { | 577 | public override float Buoyancy { |
583 | get { return _buoyancy; } | 578 | get { return _buoyancy; } |
584 | set { _buoyancy = value; | 579 | set { _buoyancy = value; |
585 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 580 | PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
586 | { | 581 | { |
587 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 582 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
588 | ForceBuoyancy = _buoyancy; | 583 | ForceBuoyancy = _buoyancy; |
@@ -591,8 +586,8 @@ public sealed class BSCharacter : BSPhysObject | |||
591 | } | 586 | } |
592 | public override float ForceBuoyancy { | 587 | public override float ForceBuoyancy { |
593 | get { return _buoyancy; } | 588 | get { return _buoyancy; } |
594 | set { | 589 | set { |
595 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | 590 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); |
596 | 591 | ||
597 | _buoyancy = value; | 592 | _buoyancy = value; |
598 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 593 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
@@ -600,7 +595,7 @@ public sealed class BSCharacter : BSPhysObject | |||
600 | float grav = BSParam.Gravity * (1f - _buoyancy); | 595 | float grav = BSParam.Gravity * (1f - _buoyancy); |
601 | Gravity = new OMV.Vector3(0f, 0f, grav); | 596 | Gravity = new OMV.Vector3(0f, 0f, grav); |
602 | if (PhysBody.HasPhysicalBody) | 597 | if (PhysBody.HasPhysicalBody) |
603 | PhysicsScene.PE.SetGravity(PhysBody, Gravity); | 598 | PhysScene.PE.SetGravity(PhysBody, Gravity); |
604 | } | 599 | } |
605 | } | 600 | } |
606 | 601 | ||
@@ -618,7 +613,7 @@ public sealed class BSCharacter : BSPhysObject | |||
618 | public override void AddForce(OMV.Vector3 force, bool pushforce) | 613 | public override void AddForce(OMV.Vector3 force, bool pushforce) |
619 | { | 614 | { |
620 | // Since this force is being applied in only one step, make this a force per second. | 615 | // Since this force is being applied in only one step, make this a force per second. |
621 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | 616 | OMV.Vector3 addForce = force / PhysScene.LastTimeStep; |
622 | AddForce(addForce, pushforce, false); | 617 | AddForce(addForce, pushforce, false); |
623 | } | 618 | } |
624 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 619 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
@@ -627,13 +622,13 @@ public sealed class BSCharacter : BSPhysObject | |||
627 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 622 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
628 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 623 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
629 | 624 | ||
630 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 625 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() |
631 | { | 626 | { |
632 | // Bullet adds this central force to the total force for this tick | 627 | // Bullet adds this central force to the total force for this tick |
633 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 628 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
634 | if (PhysBody.HasPhysicalBody) | 629 | if (PhysBody.HasPhysicalBody) |
635 | { | 630 | { |
636 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); | 631 | PhysScene.PE.ApplyCentralForce(PhysBody, addForce); |
637 | } | 632 | } |
638 | }); | 633 | }); |
639 | } | 634 | } |
@@ -652,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject | |||
652 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) | 647 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) |
653 | { | 648 | { |
654 | OMV.Vector3 newScale; | 649 | OMV.Vector3 newScale; |
655 | 650 | ||
656 | // Bullet's capsule total height is the "passed height + radius * 2"; | 651 | // Bullet's capsule total height is the "passed height + radius * 2"; |
657 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) | 652 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) |
658 | // The number we pass in for 'scaling' is the multiplier to get that base | 653 | // The number we pass in for 'scaling' is the multiplier to get that base |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index 7714a03..ed89f63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs | |||
@@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint | |||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, | 47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, |
48 | pivotInA, pivotInB, axisInA, axisInB, | 48 | pivotInA, pivotInB, axisInA, axisInB, |
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | m_enabled = true; | 50 | m_enabled = true; |
51 | } | 51 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 612c68b..c5bee6d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -559,9 +559,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
559 | break; | 559 | break; |
560 | } | 560 | } |
561 | 561 | ||
562 | // Update any physical parameters based on this type. | ||
563 | Refresh(); | ||
564 | |||
565 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | 562 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, |
566 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | 563 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, |
567 | 1f); | 564 | 1f); |
@@ -589,6 +586,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
589 | { | 586 | { |
590 | RegisterForSceneEvents(); | 587 | RegisterForSceneEvents(); |
591 | } | 588 | } |
589 | |||
590 | // Update any physical parameters based on this type. | ||
591 | Refresh(); | ||
592 | } | 592 | } |
593 | #endregion // Vehicle parameter setting | 593 | #endregion // Vehicle parameter setting |
594 | 594 | ||
@@ -596,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
596 | public override void Refresh() | 596 | public override void Refresh() |
597 | { | 597 | { |
598 | // If asking for a refresh, reset the physical parameters before the next simulation step. | 598 | // If asking for a refresh, reset the physical parameters before the next simulation step. |
599 | // Called whether active or not since the active state may be updated before the next step. | ||
599 | m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() | 600 | m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() |
600 | { | 601 | { |
601 | SetPhysicalParameters(); | 602 | SetPhysicalParameters(); |
@@ -625,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
625 | // Vehicles report collision events so we know when it's on the ground | 626 | // Vehicles report collision events so we know when it's on the ground |
626 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 627 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
627 | 628 | ||
628 | ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); | 629 | ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); |
629 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); | 630 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); |
630 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); | 631 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); |
631 | 632 | ||
@@ -649,7 +650,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
649 | } | 650 | } |
650 | 651 | ||
651 | // BSActor.RemoveBodyDependencies | 652 | // BSActor.RemoveBodyDependencies |
652 | public override void RemoveBodyDependencies() | 653 | public override void RemoveDependencies() |
653 | { | 654 | { |
654 | Refresh(); | 655 | Refresh(); |
655 | } | 656 | } |
@@ -789,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
789 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) | 790 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
790 | { | 791 | { |
791 | lastRememberedHeightPos = pos; | 792 | lastRememberedHeightPos = pos; |
792 | m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 793 | m_knownTerrainHeight = ControllingPrim.PhysScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
793 | m_knownHas |= m_knownChangedTerrainHeight; | 794 | m_knownHas |= m_knownChangedTerrainHeight; |
794 | } | 795 | } |
795 | return m_knownTerrainHeight; | 796 | return m_knownTerrainHeight; |
@@ -801,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
801 | { | 802 | { |
802 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 803 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) |
803 | { | 804 | { |
804 | m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 805 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
805 | m_knownHas |= m_knownChangedWaterLevel; | 806 | m_knownHas |= m_knownChangedWaterLevel; |
806 | } | 807 | } |
807 | return (float)m_knownWaterLevel; | 808 | return (float)m_knownWaterLevel; |
@@ -1019,7 +1020,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1019 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG | 1020 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG |
1020 | VehicleVelocity /= VehicleVelocity.Length(); | 1021 | VehicleVelocity /= VehicleVelocity.Length(); |
1021 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | 1022 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
1022 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | 1023 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", |
1023 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); | 1024 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); |
1024 | } | 1025 | } |
1025 | else if (newVelocityLengthSq < 0.001f) | 1026 | else if (newVelocityLengthSq < 0.001f) |
@@ -1094,7 +1095,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1094 | if (VehiclePosition.Z > m_VhoverTargetHeight) | 1095 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
1095 | m_VhoverTargetHeight = VehiclePosition.Z; | 1096 | m_VhoverTargetHeight = VehiclePosition.Z; |
1096 | } | 1097 | } |
1097 | 1098 | ||
1098 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 1099 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
1099 | { | 1100 | { |
1100 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | 1101 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) |
@@ -1188,7 +1189,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1188 | // used with conjunction with banking: the strength of the banking will decay when the | 1189 | // used with conjunction with banking: the strength of the banking will decay when the |
1189 | // vehicle no longer experiences collisions. The decay timescale is the same as | 1190 | // vehicle no longer experiences collisions. The decay timescale is the same as |
1190 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | 1191 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering |
1191 | // when they are in mid jump. | 1192 | // when they are in mid jump. |
1192 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | 1193 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? |
1193 | // This is just using the ground and a general collision check. Should really be using | 1194 | // This is just using the ground and a general collision check. Should really be using |
1194 | // a downward raycast to find what is below. | 1195 | // a downward raycast to find what is below. |
@@ -1254,7 +1255,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1254 | 1255 | ||
1255 | VehicleAddForce(appliedGravity); | 1256 | VehicleAddForce(appliedGravity); |
1256 | 1257 | ||
1257 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", | 1258 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", |
1258 | ControllingPrim.LocalID, m_VehicleGravity, | 1259 | ControllingPrim.LocalID, m_VehicleGravity, |
1259 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | 1260 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); |
1260 | } | 1261 | } |
@@ -1330,7 +1331,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1330 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | 1331 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
1331 | // This flag prevents linear deflection parallel to world z-axis. This is useful | 1332 | // This flag prevents linear deflection parallel to world z-axis. This is useful |
1332 | // for preventing ground vehicles with large linear deflection, like bumper cars, | 1333 | // for preventing ground vehicles with large linear deflection, like bumper cars, |
1333 | // from climbing their linear deflection into the sky. | 1334 | // from climbing their linear deflection into the sky. |
1334 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | 1335 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement |
1335 | // TODO: This is here because this is where ODE put it but documentation says it | 1336 | // TODO: This is here because this is where ODE put it but documentation says it |
1336 | // is a linear effect. Where should this check go? | 1337 | // is a linear effect. Where should this check go? |
@@ -1463,7 +1464,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1463 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | 1464 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); |
1464 | 1465 | ||
1465 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", | 1466 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", |
1466 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, | 1467 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, |
1467 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | 1468 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); |
1468 | */ | 1469 | */ |
1469 | } | 1470 | } |
@@ -1530,13 +1531,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1530 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | 1531 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude |
1531 | // of the yaw effect will be proportional to the | 1532 | // of the yaw effect will be proportional to the |
1532 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | 1533 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's |
1533 | // velocity along its preferred axis of motion. | 1534 | // velocity along its preferred axis of motion. |
1534 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | 1535 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any |
1535 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | 1536 | // positive rotation (by the right-hand rule) about the roll-axis will effect a |
1536 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | 1537 | // (negative) torque around the yaw-axis, making it turn to the right--that is the |
1537 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | 1538 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. |
1538 | // Negating the banking coefficient will make it so that the vehicle leans to the | 1539 | // Negating the banking coefficient will make it so that the vehicle leans to the |
1539 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | 1540 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). |
1540 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | 1541 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making |
1541 | // banking vehicles do what you want rather than what the laws of physics allow. | 1542 | // banking vehicles do what you want rather than what the laws of physics allow. |
1542 | // For example, consider a real motorcycle...it must be moving forward in order for | 1543 | // For example, consider a real motorcycle...it must be moving forward in order for |
@@ -1548,11 +1549,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1548 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | 1549 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the |
1549 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | 1550 | // banking effect depends only on the vehicle's rotation about its roll-axis compared |
1550 | // to "dynamic" where the banking is also proportional to its velocity along its | 1551 | // to "dynamic" where the banking is also proportional to its velocity along its |
1551 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | 1552 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. |
1552 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | 1553 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the |
1553 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | 1554 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to |
1554 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | 1555 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can |
1555 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1556 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1556 | public void ComputeAngularBanking() | 1557 | public void ComputeAngularBanking() |
1557 | { | 1558 | { |
1558 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1559 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
@@ -1581,7 +1582,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1581 | 1582 | ||
1582 | //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; | 1583 | //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; |
1583 | VehicleRotationalVelocity += bankingContributionV; | 1584 | VehicleRotationalVelocity += bankingContributionV; |
1584 | 1585 | ||
1585 | 1586 | ||
1586 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1587 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1587 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); | 1588 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
@@ -1637,8 +1638,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1637 | // Invoke the detailed logger and output something if it's enabled. | 1638 | // Invoke the detailed logger and output something if it's enabled. |
1638 | private void VDetailLog(string msg, params Object[] args) | 1639 | private void VDetailLog(string msg, params Object[] args) |
1639 | { | 1640 | { |
1640 | if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled) | 1641 | if (ControllingPrim.PhysScene.VehicleLoggingEnabled) |
1641 | ControllingPrim.PhysicsScene.DetailLog(msg, args); | 1642 | ControllingPrim.PhysScene.DetailLog(msg, args); |
1642 | } | 1643 | } |
1643 | } | 1644 | } |
1644 | } | 1645 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 4ece1eb..76c2187 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -80,7 +80,7 @@ public abstract class BSLinkset | |||
80 | 80 | ||
81 | public BSPrimLinkable LinksetRoot { get; protected set; } | 81 | public BSPrimLinkable LinksetRoot { get; protected set; } |
82 | 82 | ||
83 | public BSScene PhysicsScene { get; private set; } | 83 | protected BSScene m_physicsScene { get; private set; } |
84 | 84 | ||
85 | static int m_nextLinksetID = 1; | 85 | static int m_nextLinksetID = 1; |
86 | public int LinksetID { get; private set; } | 86 | public int LinksetID { get; private set; } |
@@ -93,13 +93,6 @@ public abstract class BSLinkset | |||
93 | // to the physical representation is done via the tainting mechenism. | 93 | // to the physical representation is done via the tainting mechenism. |
94 | protected object m_linksetActivityLock = new Object(); | 94 | protected object m_linksetActivityLock = new Object(); |
95 | 95 | ||
96 | // Some linksets have a preferred physical shape. | ||
97 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
98 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) | ||
99 | { | ||
100 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
101 | } | ||
102 | |||
103 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 96 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
104 | public float LinksetMass { get; protected set; } | 97 | public float LinksetMass { get; protected set; } |
105 | 98 | ||
@@ -122,7 +115,7 @@ public abstract class BSLinkset | |||
122 | // We create LOTS of linksets. | 115 | // We create LOTS of linksets. |
123 | if (m_nextLinksetID <= 0) | 116 | if (m_nextLinksetID <= 0) |
124 | m_nextLinksetID = 1; | 117 | m_nextLinksetID = 1; |
125 | PhysicsScene = scene; | 118 | m_physicsScene = scene; |
126 | LinksetRoot = parent; | 119 | LinksetRoot = parent; |
127 | m_children = new HashSet<BSPrimLinkable>(); | 120 | m_children = new HashSet<BSPrimLinkable>(); |
128 | LinksetMass = parent.RawMass; | 121 | LinksetMass = parent.RawMass; |
@@ -165,7 +158,7 @@ public abstract class BSLinkset | |||
165 | } | 158 | } |
166 | 159 | ||
167 | // The child is down to a linkset of just itself | 160 | // The child is down to a linkset of just itself |
168 | return BSLinkset.Factory(PhysicsScene, child); | 161 | return BSLinkset.Factory(m_physicsScene, child); |
169 | } | 162 | } |
170 | 163 | ||
171 | // Return 'true' if the passed object is the root object of this linkset | 164 | // Return 'true' if the passed object is the root object of this linkset |
@@ -221,7 +214,7 @@ public abstract class BSLinkset | |||
221 | // I am the root of a linkset and a new child is being added | 214 | // I am the root of a linkset and a new child is being added |
222 | // Called while LinkActivity is locked. | 215 | // Called while LinkActivity is locked. |
223 | protected abstract void AddChildToLinkset(BSPrimLinkable child); | 216 | protected abstract void AddChildToLinkset(BSPrimLinkable child); |
224 | 217 | ||
225 | // I am the root of a linkset and one of my children is being removed. | 218 | // I am the root of a linkset and one of my children is being removed. |
226 | // Safe to call even if the child is not really in my linkset. | 219 | // Safe to call even if the child is not really in my linkset. |
227 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); | 220 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); |
@@ -263,7 +256,7 @@ public abstract class BSLinkset | |||
263 | // This is called when the root body is changing. | 256 | // This is called when the root body is changing. |
264 | // Returns 'true' of something was actually removed and would need restoring | 257 | // Returns 'true' of something was actually removed and would need restoring |
265 | // Called at taint-time!! | 258 | // Called at taint-time!! |
266 | public abstract bool RemoveBodyDependencies(BSPrimLinkable child); | 259 | public abstract bool RemoveDependencies(BSPrimLinkable child); |
267 | 260 | ||
268 | // ================================================================ | 261 | // ================================================================ |
269 | protected virtual float ComputeLinksetMass() | 262 | protected virtual float ComputeLinksetMass() |
@@ -323,8 +316,8 @@ public abstract class BSLinkset | |||
323 | // Invoke the detailed logger and output something if it's enabled. | 316 | // Invoke the detailed logger and output something if it's enabled. |
324 | protected void DetailLog(string msg, params Object[] args) | 317 | protected void DetailLog(string msg, params Object[] args) |
325 | { | 318 | { |
326 | if (PhysicsScene.PhysicsLogging.Enabled) | 319 | if (m_physicsScene.PhysicsLogging.Enabled) |
327 | PhysicsScene.DetailLog(msg, args); | 320 | m_physicsScene.DetailLog(msg, args); |
328 | } | 321 | } |
329 | 322 | ||
330 | } | 323 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e05562a..1f16cc8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -35,6 +35,7 @@ using OMV = OpenMetaverse; | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | 37 | ||
38 | /* | ||
38 | // When a child is linked, the relationship position of the child to the parent | 39 | // When a child is linked, the relationship position of the child to the parent |
39 | // is remembered so the child's world position can be recomputed when it is | 40 | // is remembered so the child's world position can be recomputed when it is |
40 | // removed from the linkset. | 41 | // removed from the linkset. |
@@ -88,6 +89,7 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo | |||
88 | return buff.ToString(); | 89 | return buff.ToString(); |
89 | } | 90 | } |
90 | }; | 91 | }; |
92 | */ | ||
91 | 93 | ||
92 | public sealed class BSLinksetCompound : BSLinkset | 94 | public sealed class BSLinksetCompound : BSLinkset |
93 | { | 95 | { |
@@ -98,19 +100,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
98 | { | 100 | { |
99 | } | 101 | } |
100 | 102 | ||
101 | // For compound implimented linksets, if there are children, use compound shape for the root. | ||
102 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) | ||
103 | { | ||
104 | // Returning 'unknown' means we don't have a preference. | ||
105 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
106 | if (IsRoot(requestor) && HasAnyChildren) | ||
107 | { | ||
108 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
109 | } | ||
110 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | ||
111 | return ret; | ||
112 | } | ||
113 | |||
114 | // When physical properties are changed the linkset needs to recalculate | 103 | // When physical properties are changed the linkset needs to recalculate |
115 | // its internal properties. | 104 | // its internal properties. |
116 | public override void Refresh(BSPrimLinkable requestor) | 105 | public override void Refresh(BSPrimLinkable requestor) |
@@ -124,14 +113,14 @@ public sealed class BSLinksetCompound : BSLinkset | |||
124 | // Schedule a refresh to happen after all the other taint processing. | 113 | // Schedule a refresh to happen after all the other taint processing. |
125 | private void ScheduleRebuild(BSPrimLinkable requestor) | 114 | private void ScheduleRebuild(BSPrimLinkable requestor) |
126 | { | 115 | { |
127 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", | 116 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", |
128 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); | 117 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); |
129 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | 118 | // When rebuilding, it is possible to set properties that would normally require a rebuild. |
130 | // If already rebuilding, don't request another rebuild. | 119 | // If already rebuilding, don't request another rebuild. |
131 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. | 120 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. |
132 | if (!Rebuilding && HasAnyChildren) | 121 | if (!Rebuilding && HasAnyChildren) |
133 | { | 122 | { |
134 | PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() | 123 | m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() |
135 | { | 124 | { |
136 | if (HasAnyChildren) | 125 | if (HasAnyChildren) |
137 | RecomputeLinksetCompound(); | 126 | RecomputeLinksetCompound(); |
@@ -153,26 +142,11 @@ public sealed class BSLinksetCompound : BSLinkset | |||
153 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | 142 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. |
154 | ScheduleRebuild(LinksetRoot); | 143 | ScheduleRebuild(LinksetRoot); |
155 | } | 144 | } |
156 | else | ||
157 | { | ||
158 | // The origional prims are removed from the world as the shape of the root compound | ||
159 | // shape takes over. | ||
160 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
161 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); | ||
162 | // We don't want collisions from the old linkset children. | ||
163 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
164 | |||
165 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
166 | |||
167 | ret = true; | ||
168 | } | ||
169 | return ret; | 145 | return ret; |
170 | } | 146 | } |
171 | 147 | ||
172 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | 148 | // The object is going static (non-physical). We do not do anything for static linksets. |
173 | // Return 'true' if any properties updated on the passed object. | 149 | // Return 'true' if any properties updated on the passed object. |
174 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
175 | // world if it is a static linkset. | ||
176 | // Called at taint-time! | 150 | // Called at taint-time! |
177 | public override bool MakeStatic(BSPrimLinkable child) | 151 | public override bool MakeStatic(BSPrimLinkable child) |
178 | { | 152 | { |
@@ -180,19 +154,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
180 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 154 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
181 | if (IsRoot(child)) | 155 | if (IsRoot(child)) |
182 | { | 156 | { |
157 | // Schedule a rebuild to verify that the root shape is set to the real shape. | ||
183 | ScheduleRebuild(LinksetRoot); | 158 | ScheduleRebuild(LinksetRoot); |
184 | } | 159 | } |
185 | else | ||
186 | { | ||
187 | // The non-physical children can come back to life. | ||
188 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
189 | |||
190 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
191 | |||
192 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | ||
193 | PhysicsScene.PE.Activate(child.PhysBody, false); | ||
194 | ret = true; | ||
195 | } | ||
196 | return ret; | 160 | return ret; |
197 | } | 161 | } |
198 | 162 | ||
@@ -200,13 +164,20 @@ public sealed class BSLinksetCompound : BSLinkset | |||
200 | // Called at taint-time. | 164 | // Called at taint-time. |
201 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) | 165 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) |
202 | { | 166 | { |
167 | if (!LinksetRoot.IsPhysicallyActive) | ||
168 | { | ||
169 | // No reason to do this physical stuff for static linksets. | ||
170 | DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID); | ||
171 | return; | ||
172 | } | ||
173 | |||
203 | // The user moving a child around requires the rebuilding of the linkset compound shape | 174 | // The user moving a child around requires the rebuilding of the linkset compound shape |
204 | // One problem is this happens when a border is crossed -- the simulator implementation | 175 | // One problem is this happens when a border is crossed -- the simulator implementation |
205 | // stores the position into the group which causes the move of the object | 176 | // stores the position into the group which causes the move of the object |
206 | // but it also means all the child positions get updated. | 177 | // but it also means all the child positions get updated. |
207 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | 178 | // What would cause an unnecessary rebuild so we make sure the linkset is in a |
208 | // region before bothering to do a rebuild. | 179 | // region before bothering to do a rebuild. |
209 | if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | 180 | if (!IsRoot(updated) && m_physicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) |
210 | { | 181 | { |
211 | // If a child of the linkset is updating only the position or rotation, that can be done | 182 | // If a child of the linkset is updating only the position or rotation, that can be done |
212 | // without rebuilding the linkset. | 183 | // without rebuilding the linkset. |
@@ -218,22 +189,22 @@ public sealed class BSLinksetCompound : BSLinkset | |||
218 | // and that is caused by us updating the object. | 189 | // and that is caused by us updating the object. |
219 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) | 190 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) |
220 | { | 191 | { |
221 | // Find the physical instance of the child | 192 | // Find the physical instance of the child |
222 | if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | 193 | if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) |
223 | { | 194 | { |
224 | // It is possible that the linkset is still under construction and the child is not yet | 195 | // It is possible that the linkset is still under construction and the child is not yet |
225 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will | 196 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will |
226 | // build the whole thing with the new position or rotation. | 197 | // build the whole thing with the new position or rotation. |
227 | // The index must be checked because Bullet references the child array but does no validity | 198 | // The index must be checked because Bullet references the child array but does no validity |
228 | // checking of the child index passed. | 199 | // checking of the child index passed. |
229 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); | 200 | int numLinksetChildren = m_physicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); |
230 | if (updated.LinksetChildIndex < numLinksetChildren) | 201 | if (updated.LinksetChildIndex < numLinksetChildren) |
231 | { | 202 | { |
232 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex); | 203 | BulletShape linksetChildShape = m_physicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); |
233 | if (linksetChildShape.HasPhysicalShape) | 204 | if (linksetChildShape.HasPhysicalShape) |
234 | { | 205 | { |
235 | // Found the child shape within the compound shape | 206 | // Found the child shape within the compound shape |
236 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex, | 207 | m_physicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, |
237 | updated.RawPosition - LinksetRoot.RawPosition, | 208 | updated.RawPosition - LinksetRoot.RawPosition, |
238 | updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), | 209 | updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), |
239 | true /* shouldRecalculateLocalAabb */); | 210 | true /* shouldRecalculateLocalAabb */); |
@@ -275,75 +246,22 @@ public sealed class BSLinksetCompound : BSLinkset | |||
275 | } | 246 | } |
276 | 247 | ||
277 | // Routine called when rebuilding the body of some member of the linkset. | 248 | // Routine called when rebuilding the body of some member of the linkset. |
278 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | 249 | // If one of the bodies is being changed, the linkset needs rebuilding. |
250 | // For instance, a linkset is built and then a mesh asset is read in and the mesh is recreated. | ||
279 | // Returns 'true' of something was actually removed and would need restoring | 251 | // Returns 'true' of something was actually removed and would need restoring |
280 | // Called at taint-time!! | 252 | // Called at taint-time!! |
281 | public override bool RemoveBodyDependencies(BSPrimLinkable child) | 253 | public override bool RemoveDependencies(BSPrimLinkable child) |
282 | { | 254 | { |
283 | bool ret = false; | 255 | bool ret = false; |
284 | 256 | ||
285 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | 257 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", |
286 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); | 258 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); |
287 | 259 | ||
288 | if (!IsRoot(child)) | 260 | ScheduleRebuild(child); |
289 | { | ||
290 | // Because it is a convenient time, recompute child world position and rotation based on | ||
291 | // its position in the linkset. | ||
292 | RecomputeChildWorldPosition(child, true /* inTaintTime */); | ||
293 | child.LinksetInfo = null; | ||
294 | } | ||
295 | |||
296 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
297 | // the linkset is being rebuilt. | ||
298 | // InternalRefresh(LinksetRoot); | ||
299 | 261 | ||
300 | return ret; | 262 | return ret; |
301 | } | 263 | } |
302 | 264 | ||
303 | // When the linkset is built, the child shape is added to the compound shape relative to the | ||
304 | // root shape. The linkset then moves around but this does not move the actual child | ||
305 | // prim. The child prim's location must be recomputed based on the location of the root shape. | ||
306 | private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime) | ||
307 | { | ||
308 | // For the moment (20130201), disable this computation (converting the child physical addr back to | ||
309 | // a region address) until we have a good handle on center-of-mass offsets and what the physics | ||
310 | // engine moving a child actually means. | ||
311 | // The simulator keeps track of where children should be as the linkset moves. Setting | ||
312 | // the pos/rot here does not effect that knowledge as there is no good way for the | ||
313 | // physics engine to send the simulator an update for a child. | ||
314 | |||
315 | /* | ||
316 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | ||
317 | if (lci != null) | ||
318 | { | ||
319 | if (inTaintTime) | ||
320 | { | ||
321 | OMV.Vector3 oldPos = child.RawPosition; | ||
322 | child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot; | ||
323 | child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
324 | DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", | ||
325 | child.LocalID, oldPos, lci, child.RawPosition); | ||
326 | } | ||
327 | else | ||
328 | { | ||
329 | // TaintedObject is not used here so the raw position is set now and not at taint-time. | ||
330 | child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot; | ||
331 | child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
332 | } | ||
333 | } | ||
334 | else | ||
335 | { | ||
336 | // This happens when children have been added to the linkset but the linkset | ||
337 | // has not been constructed yet. So like, at taint time, adding children to a linkset | ||
338 | // and then changing properties of the children (makePhysical, for instance) | ||
339 | // but the post-print action of actually rebuilding the linkset has not yet happened. | ||
340 | // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", | ||
341 | // LogHeader, child.LocalID); | ||
342 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | ||
343 | } | ||
344 | */ | ||
345 | } | ||
346 | |||
347 | // ================================================================ | 265 | // ================================================================ |
348 | 266 | ||
349 | // Add a new child to the linkset. | 267 | // Add a new child to the linkset. |
@@ -376,7 +294,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
376 | child.LocalID, child.PhysBody.AddrString); | 294 | child.LocalID, child.PhysBody.AddrString); |
377 | 295 | ||
378 | // Cause the child's body to be rebuilt and thus restored to normal operation | 296 | // Cause the child's body to be rebuilt and thus restored to normal operation |
379 | RecomputeChildWorldPosition(child, false); | ||
380 | child.LinksetInfo = null; | 297 | child.LinksetInfo = null; |
381 | child.ForceBodyShapeRebuild(false); | 298 | child.ForceBodyShapeRebuild(false); |
382 | 299 | ||
@@ -399,108 +316,105 @@ public sealed class BSLinksetCompound : BSLinkset | |||
399 | // Constraint linksets are rebuilt every time. | 316 | // Constraint linksets are rebuilt every time. |
400 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 317 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
401 | // Called at taint time!! | 318 | // Called at taint time!! |
402 | private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged | 319 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape |
320 | private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting | ||
403 | private void RecomputeLinksetCompound() | 321 | private void RecomputeLinksetCompound() |
404 | { | 322 | { |
405 | try | 323 | try |
406 | { | 324 | { |
407 | // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.) | ||
408 | Rebuilding = true; | 325 | Rebuilding = true; |
409 | 326 | ||
410 | // Cause the root shape to be rebuilt as a compound object with just the root in it | 327 | // No matter what is being done, force the root prim's PhysBody and PhysShape to get set |
411 | LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */); | 328 | // to what they should be as if the root was not in a linkset. |
329 | // Not that bad since we only get into this routine if there are children in the linkset and | ||
330 | // something has been updated/changed. | ||
331 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
332 | |||
333 | // There is no reason to build all this physical stuff for a non-physical linkset. | ||
334 | if (!LinksetRoot.IsPhysicallyActive) | ||
335 | { | ||
336 | // Clean up any old linkset shape and make sure the root shape is set to the root object. | ||
337 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); | ||
338 | |||
339 | return; // Note the 'finally' clause at the botton which will get executed. | ||
340 | } | ||
341 | |||
342 | // Get a new compound shape to build the linkset shape in. | ||
343 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); | ||
412 | 344 | ||
413 | // The center of mass for the linkset is the geometric center of the group. | 345 | // The center of mass for the linkset is the geometric center of the group. |
414 | // Compute a displacement for each component so it is relative to the center-of-mass. | 346 | // Compute a displacement for each component so it is relative to the center-of-mass. |
415 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass | 347 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass |
416 | OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition; | 348 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); |
417 | if (!disableCOM) // DEBUG DEBUG | ||
418 | { | ||
419 | // Compute a center-of-mass in world coordinates. | ||
420 | centerOfMassW = ComputeLinksetCenterOfMass(); | ||
421 | } | ||
422 | 349 | ||
423 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | 350 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); |
424 | 351 | ||
425 | // 'centerDisplacement' is the value to subtract from children to give physical offset position | 352 | // 'centerDisplacement' is the value to subtract from children to give physical offset position |
426 | OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; | 353 | OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; |
427 | LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement); | 354 | if (UseBulletSimRootOffsetHack || disableCOM) |
428 | 355 | { | |
429 | // This causes the physical position of the root prim to be offset to accomodate for the displacements | 356 | centerDisplacement = OMV.Vector3.Zero; |
430 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; | 357 | LinksetRoot.ClearDisplacement(); |
431 | 358 | } | |
432 | // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM | 359 | else |
433 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */, | 360 | { |
434 | -centerDisplacement, | 361 | LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacement); |
435 | OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, | 362 | } |
436 | false /* shouldRecalculateLocalAabb (is done later after linkset built) */); | 363 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", |
437 | 364 | LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacement); | |
438 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", | ||
439 | LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); | ||
440 | |||
441 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | ||
442 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | ||
443 | 365 | ||
444 | // Add a shape for each of the other children in the linkset | 366 | // Add the shapes of all the components of the linkset |
445 | int memberIndex = 1; | 367 | int memberIndex = 1; |
446 | ForEachMember(delegate(BSPrimLinkable cPrim) | 368 | ForEachMember(delegate(BSPrimLinkable cPrim) |
447 | { | 369 | { |
448 | if (IsRoot(cPrim)) | 370 | // Root shape is always index zero. |
371 | cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; | ||
372 | |||
373 | // Get a reference to the shape of the child and add that shape to the linkset compound shape | ||
374 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); | ||
375 | OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; | ||
376 | OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; | ||
377 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); | ||
378 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", | ||
379 | LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); | ||
380 | |||
381 | // Since we are borrowing the shape of the child, disable the origional child body | ||
382 | if (!IsRoot(cPrim)) | ||
449 | { | 383 | { |
450 | cPrim.LinksetChildIndex = 0; | 384 | m_physicsScene.PE.AddToCollisionFlags(cPrim.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
385 | m_physicsScene.PE.ForceActivationState(cPrim.PhysBody, ActivationState.DISABLE_SIMULATION); | ||
386 | // We don't want collisions from the old linkset children. | ||
387 | m_physicsScene.PE.RemoveFromCollisionFlags(cPrim.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
388 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; | ||
451 | } | 389 | } |
452 | else | ||
453 | { | ||
454 | cPrim.LinksetChildIndex = memberIndex; | ||
455 | 390 | ||
456 | if (cPrim.PhysShape.isNativeShape) | 391 | memberIndex++; |
457 | { | ||
458 | // A native shape is turned into a hull collision shape because native | ||
459 | // shapes are not shared so we have to hullify it so it will be tracked | ||
460 | // and freed at the correct time. This also solves the scaling problem | ||
461 | // (native shapes scale but hull/meshes are assumed to not be). | ||
462 | // TODO: decide of the native shape can just be used in the compound shape. | ||
463 | // Use call to CreateGeomNonSpecial(). | ||
464 | BulletShape saveShape = cPrim.PhysShape; | ||
465 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape | ||
466 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | ||
467 | BulletShape newShape = cPrim.PhysShape; | ||
468 | cPrim.PhysShape = saveShape; | ||
469 | |||
470 | OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; | ||
471 | OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; | ||
472 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); | ||
473 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", | ||
474 | LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); | ||
475 | } | ||
476 | else | ||
477 | { | ||
478 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
479 | // The reference count added here will be decremented when the compound shape | ||
480 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
481 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
482 | { | ||
483 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
484 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
485 | } | ||
486 | OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; | ||
487 | OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; | ||
488 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); | ||
489 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", | ||
490 | LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); | ||
491 | 392 | ||
492 | } | ||
493 | memberIndex++; | ||
494 | } | ||
495 | return false; // 'false' says to move onto the next child in the list | 393 | return false; // 'false' says to move onto the next child in the list |
496 | }); | 394 | }); |
497 | 395 | ||
396 | // Replace the root shape with the built compound shape. | ||
397 | // Object removed and added to world to get collision cache rebuilt for new shape. | ||
398 | LinksetRoot.PhysShape.Dereference(m_physicsScene); | ||
399 | LinksetRoot.PhysShape = linksetShape; | ||
400 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); | ||
401 | m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, linksetShape.physShapeInfo); | ||
402 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); | ||
403 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", | ||
404 | LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape); | ||
405 | |||
498 | // With all of the linkset packed into the root prim, it has the mass of everyone. | 406 | // With all of the linkset packed into the root prim, it has the mass of everyone. |
499 | LinksetMass = ComputeLinksetMass(); | 407 | LinksetMass = ComputeLinksetMass(); |
500 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); | 408 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); |
501 | 409 | ||
502 | // Enable the physical position updator to return the position and rotation of the root shape | 410 | if (UseBulletSimRootOffsetHack) |
503 | PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | 411 | { |
412 | // Enable the physical position updator to return the position and rotation of the root shape. | ||
413 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the | ||
414 | // compound shape. This eleviates the need to offset the returned physical position by the | ||
415 | // center-of-mass offset. | ||
416 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | ||
417 | } | ||
504 | } | 418 | } |
505 | finally | 419 | finally |
506 | { | 420 | { |
@@ -508,7 +422,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
508 | } | 422 | } |
509 | 423 | ||
510 | // See that the Aabb surrounds the new shape | 424 | // See that the Aabb surrounds the new shape |
511 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); | 425 | m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); |
512 | } | 426 | } |
513 | } | 427 | } |
514 | } \ No newline at end of file | 428 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 6d252ca..a06a44d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -51,7 +51,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
51 | if (HasAnyChildren && IsRoot(requestor)) | 51 | if (HasAnyChildren && IsRoot(requestor)) |
52 | { | 52 | { |
53 | // Queue to happen after all the other taint processing | 53 | // Queue to happen after all the other taint processing |
54 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | 54 | m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() |
55 | { | 55 | { |
56 | if (HasAnyChildren && IsRoot(requestor)) | 56 | if (HasAnyChildren && IsRoot(requestor)) |
57 | RecomputeLinksetConstraints(); | 57 | RecomputeLinksetConstraints(); |
@@ -93,11 +93,11 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
93 | // up to rebuild the constraints before the next simulation step. | 93 | // up to rebuild the constraints before the next simulation step. |
94 | // Returns 'true' of something was actually removed and would need restoring | 94 | // Returns 'true' of something was actually removed and would need restoring |
95 | // Called at taint-time!! | 95 | // Called at taint-time!! |
96 | public override bool RemoveBodyDependencies(BSPrimLinkable child) | 96 | public override bool RemoveDependencies(BSPrimLinkable child) |
97 | { | 97 | { |
98 | bool ret = false; | 98 | bool ret = false; |
99 | 99 | ||
100 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | 100 | DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}", |
101 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); | 101 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); |
102 | 102 | ||
103 | lock (m_linksetActivityLock) | 103 | lock (m_linksetActivityLock) |
@@ -142,7 +142,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
142 | rootx.LocalID, rootx.PhysBody.AddrString, | 142 | rootx.LocalID, rootx.PhysBody.AddrString, |
143 | childx.LocalID, childx.PhysBody.AddrString); | 143 | childx.LocalID, childx.PhysBody.AddrString); |
144 | 144 | ||
145 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 145 | m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
146 | { | 146 | { |
147 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 147 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
148 | }); | 148 | }); |
@@ -187,7 +187,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
187 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 187 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
188 | 188 | ||
189 | BSConstraint6Dof constrain = new BSConstraint6Dof( | 189 | BSConstraint6Dof constrain = new BSConstraint6Dof( |
190 | PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); | 190 | m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); |
191 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); | 191 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); |
192 | 192 | ||
193 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | 193 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
@@ -216,7 +216,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
216 | // ================================================================================== | 216 | // ================================================================================== |
217 | */ | 217 | */ |
218 | 218 | ||
219 | PhysicsScene.Constraints.AddConstraint(constrain); | 219 | m_physicsScene.Constraints.AddConstraint(constrain); |
220 | 220 | ||
221 | // zero linear and angular limits makes the objects unable to move in relation to each other | 221 | // zero linear and angular limits makes the objects unable to move in relation to each other |
222 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 222 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
@@ -248,10 +248,10 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
248 | childPrim.LocalID, childPrim.PhysBody.AddrString); | 248 | childPrim.LocalID, childPrim.PhysBody.AddrString); |
249 | 249 | ||
250 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 250 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
251 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | 251 | if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) |
252 | { | 252 | { |
253 | // Make the child refresh its location | 253 | // Make the child refresh its location |
254 | PhysicsScene.PE.PushUpdate(childPrim.PhysBody); | 254 | m_physicsScene.PE.PushUpdate(childPrim.PhysBody); |
255 | ret = true; | 255 | ret = true; |
256 | } | 256 | } |
257 | 257 | ||
@@ -265,7 +265,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
265 | { | 265 | { |
266 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 266 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
267 | 267 | ||
268 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); | 268 | return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); |
269 | } | 269 | } |
270 | 270 | ||
271 | // Call each of the constraints that make up this linkset and recompute the | 271 | // Call each of the constraints that make up this linkset and recompute the |
@@ -289,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
289 | child.UpdatePhysicalMassProperties(linksetMass, true); | 289 | child.UpdatePhysicalMassProperties(linksetMass, true); |
290 | 290 | ||
291 | BSConstraint constrain; | 291 | BSConstraint constrain; |
292 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | 292 | if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) |
293 | { | 293 | { |
294 | // If constraint doesn't exist yet, create it. | 294 | // If constraint doesn't exist yet, create it. |
295 | constrain = BuildConstraint(LinksetRoot, child); | 295 | constrain = BuildConstraint(LinksetRoot, child); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 9501e2d..0128d8d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -102,7 +102,7 @@ public class BSVMotor : BSMotor | |||
102 | return ErrorIsZero(LastError); | 102 | return ErrorIsZero(LastError); |
103 | } | 103 | } |
104 | public virtual bool ErrorIsZero(Vector3 err) | 104 | public virtual bool ErrorIsZero(Vector3 err) |
105 | { | 105 | { |
106 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | 106 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); |
107 | } | 107 | } |
108 | 108 | ||
@@ -115,7 +115,7 @@ public class BSVMotor : BSMotor | |||
115 | CurrentValue = TargetValue = Vector3.Zero; | 115 | CurrentValue = TargetValue = Vector3.Zero; |
116 | ErrorZeroThreshold = 0.001f; | 116 | ErrorZeroThreshold = 0.001f; |
117 | } | 117 | } |
118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) |
119 | : this(useName) | 119 | : this(useName) |
120 | { | 120 | { |
121 | TimeScale = timeScale; | 121 | TimeScale = timeScale; |
@@ -237,7 +237,7 @@ public class BSVMotor : BSMotor | |||
237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | 237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); |
238 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", | 238 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", |
239 | BSScene.DetailLogZero, UseName, | 239 | BSScene.DetailLogZero, UseName, |
240 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, | 240 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, |
241 | CurrentValue, TargetValue); | 241 | CurrentValue, TargetValue); |
242 | 242 | ||
243 | LastError = BSMotor.InfiniteVector; | 243 | LastError = BSMotor.InfiniteVector; |
@@ -248,7 +248,7 @@ public class BSVMotor : BSMotor | |||
248 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | 248 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); |
249 | } | 249 | } |
250 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | 250 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); |
251 | 251 | ||
252 | 252 | ||
253 | } | 253 | } |
254 | 254 | ||
@@ -279,7 +279,7 @@ public class BSFMotor : BSMotor | |||
279 | return ErrorIsZero(LastError); | 279 | return ErrorIsZero(LastError); |
280 | } | 280 | } |
281 | public virtual bool ErrorIsZero(float err) | 281 | public virtual bool ErrorIsZero(float err) |
282 | { | 282 | { |
283 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | 283 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); |
284 | } | 284 | } |
285 | 285 | ||
@@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor | |||
410 | // The factors are vectors for the three dimensions. This is the proportional of each | 410 | // The factors are vectors for the three dimensions. This is the proportional of each |
411 | // that is applied. This could be multiplied through the actual factors but it | 411 | // that is applied. This could be multiplied through the actual factors but it |
412 | // is sometimes easier to manipulate the factors and their mix separately. | 412 | // is sometimes easier to manipulate the factors and their mix separately. |
413 | // to | 413 | // to |
414 | public Vector3 FactorMix; | 414 | public Vector3 FactorMix; |
415 | 415 | ||
416 | // Arbritrary factor range. | 416 | // Arbritrary factor range. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 980d405..2ac68e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 37 | { |
38 | public static class BSParam | 38 | public static class BSParam |
39 | { | 39 | { |
40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; | 40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; |
41 | 41 | ||
42 | // Tuning notes: | 42 | // Tuning notes: |
43 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 | 43 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 |
@@ -51,7 +51,7 @@ public static class BSParam | |||
51 | // This is separate/independent from the collision margin. The collision margin increases the object a bit | 51 | // This is separate/independent from the collision margin. The collision margin increases the object a bit |
52 | // to improve collision detection performance and accuracy. | 52 | // to improve collision detection performance and accuracy. |
53 | // =================== | 53 | // =================== |
54 | // From: | 54 | // From: |
55 | 55 | ||
56 | // Level of Detail values kept as float because that's what the Meshmerizer wants | 56 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
57 | public static float MeshLOD { get; private set; } | 57 | public static float MeshLOD { get; private set; } |
@@ -87,6 +87,7 @@ public static class BSParam | |||
87 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | 87 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects |
88 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } | 88 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } |
89 | public static bool ShouldUseBulletHACD { get; set; } | 89 | public static bool ShouldUseBulletHACD { get; set; } |
90 | public static bool ShouldUseSingleConvexHullForPrims { get; set; } | ||
90 | 91 | ||
91 | public static float TerrainImplementation { get; private set; } | 92 | public static float TerrainImplementation { get; private set; } |
92 | public static int TerrainMeshMagnification { get; private set; } | 93 | public static int TerrainMeshMagnification { get; private set; } |
@@ -342,6 +343,10 @@ public static class BSParam | |||
342 | false, | 343 | false, |
343 | (s) => { return ShouldUseBulletHACD; }, | 344 | (s) => { return ShouldUseBulletHACD; }, |
344 | (s,v) => { ShouldUseBulletHACD = v; } ), | 345 | (s,v) => { ShouldUseBulletHACD = v; } ), |
346 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", | ||
347 | true, | ||
348 | (s) => { return ShouldUseSingleConvexHullForPrims; }, | ||
349 | (s,v) => { ShouldUseSingleConvexHullForPrims = v; } ), | ||
345 | 350 | ||
346 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 351 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
347 | 5, | 352 | 5, |
@@ -636,7 +641,7 @@ public static class BSParam | |||
636 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 641 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
637 | false, | 642 | false, |
638 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, | 643 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, |
639 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; | 644 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; |
640 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), | 645 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), |
641 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 646 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
642 | false, | 647 | false, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 309d004..e796804 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | * Class to wrap all objects. | 38 | * Class to wrap all objects. |
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | 40 | * unless the difference is significant. |
41 | * | 41 | * |
42 | * Variables in the physicsl objects are in three forms: | 42 | * Variables in the physicsl objects are in three forms: |
43 | * VariableName: used by the simulator and performs taint operations, etc | 43 | * VariableName: used by the simulator and performs taint operations, etc |
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | 44 | * RawVariableName: direct reference to the BulletSim storage for the variable value |
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | 52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce |
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | 53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse |
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | 54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v |
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | 58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. |
@@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor | |||
72 | } | 72 | } |
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | 73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) |
74 | { | 74 | { |
75 | PhysicsScene = parentScene; | 75 | PhysScene = parentScene; |
76 | LocalID = localID; | 76 | LocalID = localID; |
77 | PhysObjectName = name; | 77 | PhysObjectName = name; |
78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | 78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. |
79 | TypeName = typeName; | 79 | TypeName = typeName; |
80 | 80 | ||
81 | // The collection of things that push me around | 81 | // The collection of things that push me around |
82 | PhysicalActors = new BSActorCollection(PhysicsScene); | 82 | PhysicalActors = new BSActorCollection(PhysScene); |
83 | 83 | ||
84 | // Initialize variables kept in base. | 84 | // Initialize variables kept in base. |
85 | GravModifier = 1.0f; | 85 | GravModifier = 1.0f; |
@@ -88,7 +88,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
88 | 88 | ||
89 | // We don't have any physical representation yet. | 89 | // We don't have any physical representation yet. |
90 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
91 | PhysShape = new BulletShape(); | 91 | PhysShape = new BSShapeNull(); |
92 | 92 | ||
93 | PrimAssetState = PrimAssetCondition.Unknown; | 93 | PrimAssetState = PrimAssetCondition.Unknown; |
94 | 94 | ||
@@ -97,6 +97,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
97 | 97 | ||
98 | CollisionCollection = new CollisionEventUpdate(); | 98 | CollisionCollection = new CollisionEventUpdate(); |
99 | CollisionsLastReported = CollisionCollection; | 99 | CollisionsLastReported = CollisionCollection; |
100 | CollisionsLastTick = new CollisionEventUpdate(); | ||
101 | CollisionsLastTickStep = -1; | ||
102 | |||
100 | SubscribedEventsMs = 0; | 103 | SubscribedEventsMs = 0; |
101 | CollidingStep = 0; | 104 | CollidingStep = 0; |
102 | CollidingGroundStep = 0; | 105 | CollidingGroundStep = 0; |
@@ -112,13 +115,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
112 | public virtual void Destroy() | 115 | public virtual void Destroy() |
113 | { | 116 | { |
114 | PhysicalActors.Enable(false); | 117 | PhysicalActors.Enable(false); |
115 | PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() | 118 | PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() |
116 | { | 119 | { |
117 | PhysicalActors.Dispose(); | 120 | PhysicalActors.Dispose(); |
118 | }); | 121 | }); |
119 | } | 122 | } |
120 | 123 | ||
121 | public BSScene PhysicsScene { get; protected set; } | 124 | public BSScene PhysScene { get; protected set; } |
122 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | 125 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor |
123 | public string PhysObjectName { get; protected set; } | 126 | public string PhysObjectName { get; protected set; } |
124 | public string TypeName { get; protected set; } | 127 | public string TypeName { get; protected set; } |
@@ -138,7 +141,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
138 | // Reference to the physical body (btCollisionObject) of this object | 141 | // Reference to the physical body (btCollisionObject) of this object |
139 | public BulletBody PhysBody; | 142 | public BulletBody PhysBody; |
140 | // Reference to the physical shape (btCollisionShape) of this object | 143 | // Reference to the physical shape (btCollisionShape) of this object |
141 | public BulletShape PhysShape; | 144 | public BSShape PhysShape; |
142 | 145 | ||
143 | // The physical representation of the prim might require an asset fetch. | 146 | // The physical representation of the prim might require an asset fetch. |
144 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | 147 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
@@ -151,13 +154,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
151 | // The objects base shape information. Null if not a prim type shape. | 154 | // The objects base shape information. Null if not a prim type shape. |
152 | public PrimitiveBaseShape BaseShape { get; protected set; } | 155 | public PrimitiveBaseShape BaseShape { get; protected set; } |
153 | 156 | ||
154 | // Some types of objects have preferred physical representations. | ||
155 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
156 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
157 | { | ||
158 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
159 | } | ||
160 | |||
161 | // When the physical properties are updated, an EntityProperty holds the update values. | 157 | // When the physical properties are updated, an EntityProperty holds the update values. |
162 | // Keep the current and last EntityProperties to enable computation of differences | 158 | // Keep the current and last EntityProperties to enable computation of differences |
163 | // between the current update and the previous values. | 159 | // between the current update and the previous values. |
@@ -266,7 +262,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
266 | 262 | ||
267 | // The user can optionally set the center of mass. The user's setting will override any | 263 | // The user can optionally set the center of mass. The user's setting will override any |
268 | // computed center-of-mass (like in linksets). | 264 | // computed center-of-mass (like in linksets). |
269 | public OMV.Vector3? UserSetCenterOfMass { get; set; } | 265 | // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. |
266 | public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } | ||
270 | 267 | ||
271 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. | 268 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. |
272 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free | 269 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free |
@@ -277,7 +274,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
277 | public void ActivateIfPhysical(bool forceIt) | 274 | public void ActivateIfPhysical(bool forceIt) |
278 | { | 275 | { |
279 | if (IsPhysical && PhysBody.HasPhysicalBody) | 276 | if (IsPhysical && PhysBody.HasPhysicalBody) |
280 | PhysicsScene.PE.Activate(PhysBody, forceIt); | 277 | PhysScene.PE.Activate(PhysBody, forceIt); |
281 | } | 278 | } |
282 | 279 | ||
283 | // 'actors' act on the physical object to change or constrain its motion. These can range from | 280 | // 'actors' act on the physical object to change or constrain its motion. These can range from |
@@ -340,29 +337,29 @@ public abstract class BSPhysObject : PhysicsActor | |||
340 | protected long CollisionAccumulation { get; set; } | 337 | protected long CollisionAccumulation { get; set; } |
341 | 338 | ||
342 | public override bool IsColliding { | 339 | public override bool IsColliding { |
343 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 340 | get { return (CollidingStep == PhysScene.SimulationStep); } |
344 | set { | 341 | set { |
345 | if (value) | 342 | if (value) |
346 | CollidingStep = PhysicsScene.SimulationStep; | 343 | CollidingStep = PhysScene.SimulationStep; |
347 | else | 344 | else |
348 | CollidingStep = 0; | 345 | CollidingStep = 0; |
349 | } | 346 | } |
350 | } | 347 | } |
351 | public override bool CollidingGround { | 348 | public override bool CollidingGround { |
352 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | 349 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } |
353 | set | 350 | set |
354 | { | 351 | { |
355 | if (value) | 352 | if (value) |
356 | CollidingGroundStep = PhysicsScene.SimulationStep; | 353 | CollidingGroundStep = PhysScene.SimulationStep; |
357 | else | 354 | else |
358 | CollidingGroundStep = 0; | 355 | CollidingGroundStep = 0; |
359 | } | 356 | } |
360 | } | 357 | } |
361 | public override bool CollidingObj { | 358 | public override bool CollidingObj { |
362 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | 359 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } |
363 | set { | 360 | set { |
364 | if (value) | 361 | if (value) |
365 | CollidingObjectStep = PhysicsScene.SimulationStep; | 362 | CollidingObjectStep = PhysScene.SimulationStep; |
366 | else | 363 | else |
367 | CollidingObjectStep = 0; | 364 | CollidingObjectStep = 0; |
368 | } | 365 | } |
@@ -387,14 +384,14 @@ public abstract class BSPhysObject : PhysicsActor | |||
387 | bool ret = false; | 384 | bool ret = false; |
388 | 385 | ||
389 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | 386 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work |
390 | CollidingStep = PhysicsScene.SimulationStep; | 387 | CollidingStep = PhysScene.SimulationStep; |
391 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | 388 | if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) |
392 | { | 389 | { |
393 | CollidingGroundStep = PhysicsScene.SimulationStep; | 390 | CollidingGroundStep = PhysScene.SimulationStep; |
394 | } | 391 | } |
395 | else | 392 | else |
396 | { | 393 | { |
397 | CollidingObjectStep = PhysicsScene.SimulationStep; | 394 | CollidingObjectStep = PhysScene.SimulationStep; |
398 | } | 395 | } |
399 | 396 | ||
400 | CollisionAccumulation++; | 397 | CollisionAccumulation++; |
@@ -404,10 +401,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
404 | 401 | ||
405 | // Make a collection of the collisions that happened the last simulation tick. | 402 | // Make a collection of the collisions that happened the last simulation tick. |
406 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | 403 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. |
407 | if (CollisionsLastTickStep != PhysicsScene.SimulationStep) | 404 | if (CollisionsLastTickStep != PhysScene.SimulationStep) |
408 | { | 405 | { |
409 | CollisionsLastTick = new CollisionEventUpdate(); | 406 | CollisionsLastTick = new CollisionEventUpdate(); |
410 | CollisionsLastTickStep = PhysicsScene.SimulationStep; | 407 | CollisionsLastTickStep = PhysScene.SimulationStep; |
411 | } | 408 | } |
412 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 409 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
413 | 410 | ||
@@ -434,9 +431,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
434 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); | 431 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); |
435 | 432 | ||
436 | // throttle the collisions to the number of milliseconds specified in the subscription | 433 | // throttle the collisions to the number of milliseconds specified in the subscription |
437 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 434 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) |
438 | { | 435 | { |
439 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | 436 | NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; |
440 | 437 | ||
441 | // We are called if we previously had collisions. If there are no collisions | 438 | // We are called if we previously had collisions. If there are no collisions |
442 | // this time, send up one last empty event so OpenSim can sense collision end. | 439 | // this time, send up one last empty event so OpenSim can sense collision end. |
@@ -454,7 +451,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
454 | 451 | ||
455 | // The CollisionCollection instance is passed around in the simulator. | 452 | // The CollisionCollection instance is passed around in the simulator. |
456 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 453 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
457 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 454 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |
458 | // a race condition is created for the other users of this instance. | 455 | // a race condition is created for the other users of this instance. |
459 | CollisionCollection = new CollisionEventUpdate(); | 456 | CollisionCollection = new CollisionEventUpdate(); |
460 | } | 457 | } |
@@ -471,10 +468,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
471 | // make sure first collision happens | 468 | // make sure first collision happens |
472 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 469 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
473 | 470 | ||
474 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 471 | PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
475 | { | 472 | { |
476 | if (PhysBody.HasPhysicalBody) | 473 | if (PhysBody.HasPhysicalBody) |
477 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 474 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
478 | }); | 475 | }); |
479 | } | 476 | } |
480 | else | 477 | else |
@@ -486,11 +483,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
486 | public override void UnSubscribeEvents() { | 483 | public override void UnSubscribeEvents() { |
487 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 484 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
488 | SubscribedEventsMs = 0; | 485 | SubscribedEventsMs = 0; |
489 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 486 | PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
490 | { | 487 | { |
491 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 488 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
492 | if (PhysBody.HasPhysicalBody) | 489 | if (PhysBody.HasPhysicalBody) |
493 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 490 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
494 | }); | 491 | }); |
495 | } | 492 | } |
496 | // Return 'true' if the simulator wants collision events | 493 | // Return 'true' if the simulator wants collision events |
@@ -504,7 +501,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
504 | { | 501 | { |
505 | // Scale the collision count by the time since the last collision. | 502 | // Scale the collision count by the time since the last collision. |
506 | // The "+1" prevents dividing by zero. | 503 | // The "+1" prevents dividing by zero. |
507 | long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; | 504 | long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; |
508 | CollisionScore = CollisionAccumulation / timeAgo; | 505 | CollisionScore = CollisionAccumulation / timeAgo; |
509 | } | 506 | } |
510 | public override float CollisionScore { get; set; } | 507 | public override float CollisionScore { get; set; } |
@@ -531,8 +528,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
531 | // High performance detailed logging routine used by the physical objects. | 528 | // High performance detailed logging routine used by the physical objects. |
532 | protected void DetailLog(string msg, params Object[] args) | 529 | protected void DetailLog(string msg, params Object[] args) |
533 | { | 530 | { |
534 | if (PhysicsScene.PhysicsLogging.Enabled) | 531 | if (PhysScene.PhysicsLogging.Enabled) |
535 | PhysicsScene.DetailLog(msg, args); | 532 | PhysScene.DetailLog(msg, args); |
536 | } | 533 | } |
537 | 534 | ||
538 | } | 535 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4bc266b..d3f3475 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -101,21 +101,21 @@ public class BSPrim : BSPhysObject | |||
101 | _isVolumeDetect = false; | 101 | _isVolumeDetect = false; |
102 | 102 | ||
103 | // We keep a handle to the vehicle actor so we can set vehicle parameters later. | 103 | // We keep a handle to the vehicle actor so we can set vehicle parameters later. |
104 | VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); | 104 | VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName); |
105 | PhysicalActors.Add(VehicleActorName, VehicleActor); | 105 | PhysicalActors.Add(VehicleActorName, VehicleActor); |
106 | 106 | ||
107 | _mass = CalculateMass(); | 107 | _mass = CalculateMass(); |
108 | 108 | ||
109 | // DetailLog("{0},BSPrim.constructor,call", LocalID); | 109 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
110 | // do the actual object creation at taint time | 110 | // do the actual object creation at taint time |
111 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 111 | PhysScene.TaintedObject("BSPrim.create", delegate() |
112 | { | 112 | { |
113 | // Make sure the object is being created with some sanity. | 113 | // Make sure the object is being created with some sanity. |
114 | ExtremeSanityCheck(true /* inTaintTime */); | 114 | ExtremeSanityCheck(true /* inTaintTime */); |
115 | 115 | ||
116 | CreateGeomAndObject(true); | 116 | CreateGeomAndObject(true); |
117 | 117 | ||
118 | CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); | 118 | CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); |
119 | }); | 119 | }); |
120 | } | 120 | } |
121 | 121 | ||
@@ -128,14 +128,14 @@ public class BSPrim : BSPhysObject | |||
128 | // Undo any vehicle properties | 128 | // Undo any vehicle properties |
129 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 129 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
130 | 130 | ||
131 | PhysicsScene.TaintedObject("BSPrim.Destroy", delegate() | 131 | PhysScene.TaintedObject("BSPrim.Destroy", delegate() |
132 | { | 132 | { |
133 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 133 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
134 | // If there are physical body and shape, release my use of same. | 134 | // If there are physical body and shape, release my use of same. |
135 | PhysicsScene.Shapes.DereferenceBody(PhysBody, null); | 135 | PhysScene.Shapes.DereferenceBody(PhysBody, null); |
136 | PhysBody.Clear(); | 136 | PhysBody.Clear(); |
137 | PhysicsScene.Shapes.DereferenceShape(PhysShape, null); | 137 | PhysShape.Dereference(PhysScene); |
138 | PhysShape.Clear(); | 138 | PhysShape = new BSShapeNull(); |
139 | }); | 139 | }); |
140 | } | 140 | } |
141 | 141 | ||
@@ -161,25 +161,13 @@ public class BSPrim : BSPhysObject | |||
161 | ForceBodyShapeRebuild(false); | 161 | ForceBodyShapeRebuild(false); |
162 | } | 162 | } |
163 | } | 163 | } |
164 | // 'unknown' says to choose the best type | ||
165 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
166 | { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } } | ||
167 | |||
168 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 164 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
169 | { | 165 | { |
170 | if (inTaintTime) | 166 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() |
171 | { | 167 | { |
172 | _mass = CalculateMass(); // changing the shape changes the mass | 168 | _mass = CalculateMass(); // changing the shape changes the mass |
173 | CreateGeomAndObject(true); | 169 | CreateGeomAndObject(true); |
174 | } | 170 | }); |
175 | else | ||
176 | { | ||
177 | PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate() | ||
178 | { | ||
179 | _mass = CalculateMass(); // changing the shape changes the mass | ||
180 | CreateGeomAndObject(true); | ||
181 | }); | ||
182 | } | ||
183 | return true; | 171 | return true; |
184 | } | 172 | } |
185 | public override bool Grabbed { | 173 | public override bool Grabbed { |
@@ -192,7 +180,7 @@ public class BSPrim : BSPhysObject | |||
192 | if (value != _isSelected) | 180 | if (value != _isSelected) |
193 | { | 181 | { |
194 | _isSelected = value; | 182 | _isSelected = value; |
195 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | 183 | PhysScene.TaintedObject("BSPrim.setSelected", delegate() |
196 | { | 184 | { |
197 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | 185 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
198 | SetObjectDynamic(false); | 186 | SetObjectDynamic(false); |
@@ -238,23 +226,23 @@ public class BSPrim : BSPhysObject | |||
238 | _rotationalVelocity = OMV.Vector3.Zero; | 226 | _rotationalVelocity = OMV.Vector3.Zero; |
239 | 227 | ||
240 | // Zero some other properties in the physics engine | 228 | // Zero some other properties in the physics engine |
241 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 229 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
242 | { | 230 | { |
243 | if (PhysBody.HasPhysicalBody) | 231 | if (PhysBody.HasPhysicalBody) |
244 | PhysicsScene.PE.ClearAllForces(PhysBody); | 232 | PhysScene.PE.ClearAllForces(PhysBody); |
245 | }); | 233 | }); |
246 | } | 234 | } |
247 | public override void ZeroAngularMotion(bool inTaintTime) | 235 | public override void ZeroAngularMotion(bool inTaintTime) |
248 | { | 236 | { |
249 | _rotationalVelocity = OMV.Vector3.Zero; | 237 | _rotationalVelocity = OMV.Vector3.Zero; |
250 | // Zero some other properties in the physics engine | 238 | // Zero some other properties in the physics engine |
251 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 239 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
252 | { | 240 | { |
253 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 241 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
254 | if (PhysBody.HasPhysicalBody) | 242 | if (PhysBody.HasPhysicalBody) |
255 | { | 243 | { |
256 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | 244 | PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); |
257 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | 245 | PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); |
258 | } | 246 | } |
259 | }); | 247 | }); |
260 | } | 248 | } |
@@ -272,11 +260,11 @@ public class BSPrim : BSPhysObject | |||
272 | 260 | ||
273 | EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() | 261 | EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() |
274 | { | 262 | { |
275 | return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); | 263 | return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); |
276 | }); | 264 | }); |
277 | 265 | ||
278 | // Update parameters so the new actor's Refresh() action is called at the right time. | 266 | // Update parameters so the new actor's Refresh() action is called at the right time. |
279 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 267 | PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() |
280 | { | 268 | { |
281 | UpdatePhysicalParameters(); | 269 | UpdatePhysicalParameters(); |
282 | }); | 270 | }); |
@@ -306,7 +294,7 @@ public class BSPrim : BSPhysObject | |||
306 | _position = value; | 294 | _position = value; |
307 | PositionSanityCheck(false); | 295 | PositionSanityCheck(false); |
308 | 296 | ||
309 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 297 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() |
310 | { | 298 | { |
311 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 299 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
312 | ForcePosition = _position; | 300 | ForcePosition = _position; |
@@ -316,14 +304,14 @@ public class BSPrim : BSPhysObject | |||
316 | 304 | ||
317 | public override OMV.Vector3 ForcePosition { | 305 | public override OMV.Vector3 ForcePosition { |
318 | get { | 306 | get { |
319 | _position = PhysicsScene.PE.GetPosition(PhysBody); | 307 | _position = PhysScene.PE.GetPosition(PhysBody); |
320 | return _position; | 308 | return _position; |
321 | } | 309 | } |
322 | set { | 310 | set { |
323 | _position = value; | 311 | _position = value; |
324 | if (PhysBody.HasPhysicalBody) | 312 | if (PhysBody.HasPhysicalBody) |
325 | { | 313 | { |
326 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 314 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); |
327 | ActivateIfPhysical(false); | 315 | ActivateIfPhysical(false); |
328 | } | 316 | } |
329 | } | 317 | } |
@@ -340,7 +328,7 @@ public class BSPrim : BSPhysObject | |||
340 | if (!IsPhysicallyActive) | 328 | if (!IsPhysicallyActive) |
341 | return ret; | 329 | return ret; |
342 | 330 | ||
343 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) | 331 | if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
344 | { | 332 | { |
345 | // The physical object is out of the known/simulated area. | 333 | // The physical object is out of the known/simulated area. |
346 | // Upper levels of code will handle the transition to other areas so, for | 334 | // Upper levels of code will handle the transition to other areas so, for |
@@ -348,7 +336,7 @@ public class BSPrim : BSPhysObject | |||
348 | return ret; | 336 | return ret; |
349 | } | 337 | } |
350 | 338 | ||
351 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | 339 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
352 | OMV.Vector3 upForce = OMV.Vector3.Zero; | 340 | OMV.Vector3 upForce = OMV.Vector3.Zero; |
353 | float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); | 341 | float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); |
354 | if ((RawPosition.Z + approxSize / 2f) < terrainHeight) | 342 | if ((RawPosition.Z + approxSize / 2f) < terrainHeight) |
@@ -369,7 +357,7 @@ public class BSPrim : BSPhysObject | |||
369 | 357 | ||
370 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 358 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
371 | { | 359 | { |
372 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 360 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); |
373 | // TODO: a floating motor so object will bob in the water | 361 | // TODO: a floating motor so object will bob in the water |
374 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | 362 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) |
375 | { | 363 | { |
@@ -377,7 +365,7 @@ public class BSPrim : BSPhysObject | |||
377 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; | 365 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; |
378 | 366 | ||
379 | // Apply upforce and overcome gravity. | 367 | // Apply upforce and overcome gravity. |
380 | OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; | 368 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; |
381 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | 369 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); |
382 | AddForce(correctionForce, false, inTaintTime); | 370 | AddForce(correctionForce, false, inTaintTime); |
383 | ret = true; | 371 | ret = true; |
@@ -432,7 +420,7 @@ public class BSPrim : BSPhysObject | |||
432 | get { return _mass; } | 420 | get { return _mass; } |
433 | } | 421 | } |
434 | // used when we only want this prim's mass and not the linkset thing | 422 | // used when we only want this prim's mass and not the linkset thing |
435 | public override float RawMass { | 423 | public override float RawMass { |
436 | get { return _mass; } | 424 | get { return _mass; } |
437 | } | 425 | } |
438 | // Set the physical mass to the passed mass. | 426 | // Set the physical mass to the passed mass. |
@@ -443,10 +431,10 @@ public class BSPrim : BSPhysObject | |||
443 | { | 431 | { |
444 | if (IsStatic) | 432 | if (IsStatic) |
445 | { | 433 | { |
446 | PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); | 434 | PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity); |
447 | Inertia = OMV.Vector3.Zero; | 435 | Inertia = OMV.Vector3.Zero; |
448 | PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); | 436 | PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia); |
449 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); | 437 | PhysScene.PE.UpdateInertiaTensor(PhysBody); |
450 | } | 438 | } |
451 | else | 439 | else |
452 | { | 440 | { |
@@ -455,16 +443,16 @@ public class BSPrim : BSPhysObject | |||
455 | // Changing interesting properties doesn't change proxy and collision cache | 443 | // Changing interesting properties doesn't change proxy and collision cache |
456 | // information. The Bullet solution is to re-add the object to the world | 444 | // information. The Bullet solution is to re-add the object to the world |
457 | // after parameters are changed. | 445 | // after parameters are changed. |
458 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | 446 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
459 | } | 447 | } |
460 | 448 | ||
461 | // The computation of mass props requires gravity to be set on the object. | 449 | // The computation of mass props requires gravity to be set on the object. |
462 | Gravity = ComputeGravity(Buoyancy); | 450 | Gravity = ComputeGravity(Buoyancy); |
463 | PhysicsScene.PE.SetGravity(PhysBody, Gravity); | 451 | PhysScene.PE.SetGravity(PhysBody, Gravity); |
464 | 452 | ||
465 | Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); | 453 | Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); |
466 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); | 454 | PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); |
467 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); | 455 | PhysScene.PE.UpdateInertiaTensor(PhysBody); |
468 | 456 | ||
469 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", | 457 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", |
470 | LocalID, physMass, Inertia, Gravity, inWorld); | 458 | LocalID, physMass, Inertia, Gravity, inWorld); |
@@ -480,7 +468,7 @@ public class BSPrim : BSPhysObject | |||
480 | // Return what gravity should be set to this very moment | 468 | // Return what gravity should be set to this very moment |
481 | public OMV.Vector3 ComputeGravity(float buoyancy) | 469 | public OMV.Vector3 ComputeGravity(float buoyancy) |
482 | { | 470 | { |
483 | OMV.Vector3 ret = PhysicsScene.DefaultGravity; | 471 | OMV.Vector3 ret = PhysScene.DefaultGravity; |
484 | 472 | ||
485 | if (!IsStatic) | 473 | if (!IsStatic) |
486 | { | 474 | { |
@@ -509,7 +497,7 @@ public class BSPrim : BSPhysObject | |||
509 | RawForce = value; | 497 | RawForce = value; |
510 | EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() | 498 | EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() |
511 | { | 499 | { |
512 | return new BSActorSetForce(PhysicsScene, this, SetForceActorName); | 500 | return new BSActorSetForce(PhysScene, this, SetForceActorName); |
513 | }); | 501 | }); |
514 | } | 502 | } |
515 | } | 503 | } |
@@ -521,9 +509,9 @@ public class BSPrim : BSPhysObject | |||
521 | set { | 509 | set { |
522 | Vehicle type = (Vehicle)value; | 510 | Vehicle type = (Vehicle)value; |
523 | 511 | ||
524 | PhysicsScene.TaintedObject("setVehicleType", delegate() | 512 | PhysScene.TaintedObject("setVehicleType", delegate() |
525 | { | 513 | { |
526 | // Vehicle code changes the parameters for this vehicle type. | 514 | ZeroMotion(true /* inTaintTime */); |
527 | VehicleActor.ProcessTypeChange(type); | 515 | VehicleActor.ProcessTypeChange(type); |
528 | ActivateIfPhysical(false); | 516 | ActivateIfPhysical(false); |
529 | }); | 517 | }); |
@@ -531,7 +519,7 @@ public class BSPrim : BSPhysObject | |||
531 | } | 519 | } |
532 | public override void VehicleFloatParam(int param, float value) | 520 | public override void VehicleFloatParam(int param, float value) |
533 | { | 521 | { |
534 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 522 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
535 | { | 523 | { |
536 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); | 524 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); |
537 | ActivateIfPhysical(false); | 525 | ActivateIfPhysical(false); |
@@ -539,7 +527,7 @@ public class BSPrim : BSPhysObject | |||
539 | } | 527 | } |
540 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 528 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
541 | { | 529 | { |
542 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 530 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
543 | { | 531 | { |
544 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); | 532 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); |
545 | ActivateIfPhysical(false); | 533 | ActivateIfPhysical(false); |
@@ -547,7 +535,7 @@ public class BSPrim : BSPhysObject | |||
547 | } | 535 | } |
548 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 536 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
549 | { | 537 | { |
550 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 538 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
551 | { | 539 | { |
552 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); | 540 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); |
553 | ActivateIfPhysical(false); | 541 | ActivateIfPhysical(false); |
@@ -555,7 +543,7 @@ public class BSPrim : BSPhysObject | |||
555 | } | 543 | } |
556 | public override void VehicleFlags(int param, bool remove) | 544 | public override void VehicleFlags(int param, bool remove) |
557 | { | 545 | { |
558 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 546 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
559 | { | 547 | { |
560 | VehicleActor.ProcessVehicleFlags(param, remove); | 548 | VehicleActor.ProcessVehicleFlags(param, remove); |
561 | }); | 549 | }); |
@@ -567,7 +555,7 @@ public class BSPrim : BSPhysObject | |||
567 | if (_isVolumeDetect != newValue) | 555 | if (_isVolumeDetect != newValue) |
568 | { | 556 | { |
569 | _isVolumeDetect = newValue; | 557 | _isVolumeDetect = newValue; |
570 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 558 | PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
571 | { | 559 | { |
572 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | 560 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); |
573 | SetObjectDynamic(true); | 561 | SetObjectDynamic(true); |
@@ -578,7 +566,7 @@ public class BSPrim : BSPhysObject | |||
578 | public override void SetMaterial(int material) | 566 | public override void SetMaterial(int material) |
579 | { | 567 | { |
580 | base.SetMaterial(material); | 568 | base.SetMaterial(material); |
581 | PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate() | 569 | PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() |
582 | { | 570 | { |
583 | UpdatePhysicalParameters(); | 571 | UpdatePhysicalParameters(); |
584 | }); | 572 | }); |
@@ -591,7 +579,7 @@ public class BSPrim : BSPhysObject | |||
591 | if (base.Friction != value) | 579 | if (base.Friction != value) |
592 | { | 580 | { |
593 | base.Friction = value; | 581 | base.Friction = value; |
594 | PhysicsScene.TaintedObject("BSPrim.setFriction", delegate() | 582 | PhysScene.TaintedObject("BSPrim.setFriction", delegate() |
595 | { | 583 | { |
596 | UpdatePhysicalParameters(); | 584 | UpdatePhysicalParameters(); |
597 | }); | 585 | }); |
@@ -606,7 +594,7 @@ public class BSPrim : BSPhysObject | |||
606 | if (base.Restitution != value) | 594 | if (base.Restitution != value) |
607 | { | 595 | { |
608 | base.Restitution = value; | 596 | base.Restitution = value; |
609 | PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate() | 597 | PhysScene.TaintedObject("BSPrim.setRestitution", delegate() |
610 | { | 598 | { |
611 | UpdatePhysicalParameters(); | 599 | UpdatePhysicalParameters(); |
612 | }); | 600 | }); |
@@ -623,7 +611,7 @@ public class BSPrim : BSPhysObject | |||
623 | if (base.Density != value) | 611 | if (base.Density != value) |
624 | { | 612 | { |
625 | base.Density = value; | 613 | base.Density = value; |
626 | PhysicsScene.TaintedObject("BSPrim.setDensity", delegate() | 614 | PhysScene.TaintedObject("BSPrim.setDensity", delegate() |
627 | { | 615 | { |
628 | UpdatePhysicalParameters(); | 616 | UpdatePhysicalParameters(); |
629 | }); | 617 | }); |
@@ -638,7 +626,7 @@ public class BSPrim : BSPhysObject | |||
638 | if (base.GravModifier != value) | 626 | if (base.GravModifier != value) |
639 | { | 627 | { |
640 | base.GravModifier = value; | 628 | base.GravModifier = value; |
641 | PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate() | 629 | PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() |
642 | { | 630 | { |
643 | UpdatePhysicalParameters(); | 631 | UpdatePhysicalParameters(); |
644 | }); | 632 | }); |
@@ -649,7 +637,7 @@ public class BSPrim : BSPhysObject | |||
649 | get { return RawVelocity; } | 637 | get { return RawVelocity; } |
650 | set { | 638 | set { |
651 | RawVelocity = value; | 639 | RawVelocity = value; |
652 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 640 | PhysScene.TaintedObject("BSPrim.setVelocity", delegate() |
653 | { | 641 | { |
654 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); | 642 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); |
655 | ForceVelocity = RawVelocity; | 643 | ForceVelocity = RawVelocity; |
@@ -659,13 +647,13 @@ public class BSPrim : BSPhysObject | |||
659 | public override OMV.Vector3 ForceVelocity { | 647 | public override OMV.Vector3 ForceVelocity { |
660 | get { return RawVelocity; } | 648 | get { return RawVelocity; } |
661 | set { | 649 | set { |
662 | PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); | 650 | PhysScene.AssertInTaintTime("BSPrim.ForceVelocity"); |
663 | 651 | ||
664 | RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); | 652 | RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); |
665 | if (PhysBody.HasPhysicalBody) | 653 | if (PhysBody.HasPhysicalBody) |
666 | { | 654 | { |
667 | DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); | 655 | DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); |
668 | PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); | 656 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
669 | ActivateIfPhysical(false); | 657 | ActivateIfPhysical(false); |
670 | } | 658 | } |
671 | } | 659 | } |
@@ -676,7 +664,7 @@ public class BSPrim : BSPhysObject | |||
676 | RawTorque = value; | 664 | RawTorque = value; |
677 | EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() | 665 | EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() |
678 | { | 666 | { |
679 | return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); | 667 | return new BSActorSetTorque(PhysScene, this, SetTorqueActorName); |
680 | }); | 668 | }); |
681 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); | 669 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); |
682 | } | 670 | } |
@@ -699,7 +687,7 @@ public class BSPrim : BSPhysObject | |||
699 | return; | 687 | return; |
700 | _orientation = value; | 688 | _orientation = value; |
701 | 689 | ||
702 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 690 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() |
703 | { | 691 | { |
704 | ForceOrientation = _orientation; | 692 | ForceOrientation = _orientation; |
705 | }); | 693 | }); |
@@ -710,14 +698,14 @@ public class BSPrim : BSPhysObject | |||
710 | { | 698 | { |
711 | get | 699 | get |
712 | { | 700 | { |
713 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); | 701 | _orientation = PhysScene.PE.GetOrientation(PhysBody); |
714 | return _orientation; | 702 | return _orientation; |
715 | } | 703 | } |
716 | set | 704 | set |
717 | { | 705 | { |
718 | _orientation = value; | 706 | _orientation = value; |
719 | if (PhysBody.HasPhysicalBody) | 707 | if (PhysBody.HasPhysicalBody) |
720 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 708 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); |
721 | } | 709 | } |
722 | } | 710 | } |
723 | public override int PhysicsActorType { | 711 | public override int PhysicsActorType { |
@@ -730,7 +718,7 @@ public class BSPrim : BSPhysObject | |||
730 | if (_isPhysical != value) | 718 | if (_isPhysical != value) |
731 | { | 719 | { |
732 | _isPhysical = value; | 720 | _isPhysical = value; |
733 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() | 721 | PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() |
734 | { | 722 | { |
735 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 723 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
736 | SetObjectDynamic(true); | 724 | SetObjectDynamic(true); |
@@ -779,13 +767,13 @@ public class BSPrim : BSPhysObject | |||
779 | if (!PhysBody.HasPhysicalBody) | 767 | if (!PhysBody.HasPhysicalBody) |
780 | { | 768 | { |
781 | // This would only happen if updates are called for during initialization when the body is not set up yet. | 769 | // This would only happen if updates are called for during initialization when the body is not set up yet. |
782 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); | 770 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); |
783 | return; | 771 | return; |
784 | } | 772 | } |
785 | 773 | ||
786 | // Mangling all the physical properties requires the object not be in the physical world. | 774 | // Mangling all the physical properties requires the object not be in the physical world. |
787 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 775 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
788 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | 776 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
789 | 777 | ||
790 | // Set up the object physicalness (does gravity and collisions move this object) | 778 | // Set up the object physicalness (does gravity and collisions move this object) |
791 | MakeDynamic(IsStatic); | 779 | MakeDynamic(IsStatic); |
@@ -802,10 +790,11 @@ public class BSPrim : BSPhysObject | |||
802 | AddObjectToPhysicalWorld(); | 790 | AddObjectToPhysicalWorld(); |
803 | 791 | ||
804 | // Rebuild its shape | 792 | // Rebuild its shape |
805 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 793 | PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); |
806 | 794 | ||
807 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", | 795 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", |
808 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); | 796 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), |
797 | CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); | ||
809 | } | 798 | } |
810 | 799 | ||
811 | // "Making dynamic" means changing to and from static. | 800 | // "Making dynamic" means changing to and from static. |
@@ -818,28 +807,28 @@ public class BSPrim : BSPhysObject | |||
818 | if (makeStatic) | 807 | if (makeStatic) |
819 | { | 808 | { |
820 | // Become a Bullet 'static' object type | 809 | // Become a Bullet 'static' object type |
821 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | 810 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); |
822 | // Stop all movement | 811 | // Stop all movement |
823 | ZeroMotion(true); | 812 | ZeroMotion(true); |
824 | 813 | ||
825 | // Set various physical properties so other object interact properly | 814 | // Set various physical properties so other object interact properly |
826 | PhysicsScene.PE.SetFriction(PhysBody, Friction); | 815 | PhysScene.PE.SetFriction(PhysBody, Friction); |
827 | PhysicsScene.PE.SetRestitution(PhysBody, Restitution); | 816 | PhysScene.PE.SetRestitution(PhysBody, Restitution); |
828 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 817 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
829 | 818 | ||
830 | // Mass is zero which disables a bunch of physics stuff in Bullet | 819 | // Mass is zero which disables a bunch of physics stuff in Bullet |
831 | UpdatePhysicalMassProperties(0f, false); | 820 | UpdatePhysicalMassProperties(0f, false); |
832 | // Set collision detection parameters | 821 | // Set collision detection parameters |
833 | if (BSParam.CcdMotionThreshold > 0f) | 822 | if (BSParam.CcdMotionThreshold > 0f) |
834 | { | 823 | { |
835 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | 824 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
836 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | 825 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
837 | } | 826 | } |
838 | 827 | ||
839 | // The activation state is 'disabled' so Bullet will not try to act on it. | 828 | // The activation state is 'disabled' so Bullet will not try to act on it. |
840 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); | 829 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); |
841 | // Start it out sleeping and physical actions could wake it up. | 830 | // Start it out sleeping and physical actions could wake it up. |
842 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); | 831 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); |
843 | 832 | ||
844 | // This collides like a static object | 833 | // This collides like a static object |
845 | PhysBody.collisionType = CollisionType.Static; | 834 | PhysBody.collisionType = CollisionType.Static; |
@@ -847,11 +836,11 @@ public class BSPrim : BSPhysObject | |||
847 | else | 836 | else |
848 | { | 837 | { |
849 | // Not a Bullet static object | 838 | // Not a Bullet static object |
850 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | 839 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); |
851 | 840 | ||
852 | // Set various physical properties so other object interact properly | 841 | // Set various physical properties so other object interact properly |
853 | PhysicsScene.PE.SetFriction(PhysBody, Friction); | 842 | PhysScene.PE.SetFriction(PhysBody, Friction); |
854 | PhysicsScene.PE.SetRestitution(PhysBody, Restitution); | 843 | PhysScene.PE.SetRestitution(PhysBody, Restitution); |
855 | // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); | 844 | // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); |
856 | 845 | ||
857 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 846 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
@@ -869,22 +858,22 @@ public class BSPrim : BSPhysObject | |||
869 | // Set collision detection parameters | 858 | // Set collision detection parameters |
870 | if (BSParam.CcdMotionThreshold > 0f) | 859 | if (BSParam.CcdMotionThreshold > 0f) |
871 | { | 860 | { |
872 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | 861 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
873 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | 862 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
874 | } | 863 | } |
875 | 864 | ||
876 | // Various values for simulation limits | 865 | // Various values for simulation limits |
877 | PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); | 866 | PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); |
878 | PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); | 867 | PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); |
879 | PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | 868 | PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); |
880 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 869 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
881 | 870 | ||
882 | // This collides like an object. | 871 | // This collides like an object. |
883 | PhysBody.collisionType = CollisionType.Dynamic; | 872 | PhysBody.collisionType = CollisionType.Dynamic; |
884 | 873 | ||
885 | // Force activation of the object so Bullet will act on it. | 874 | // Force activation of the object so Bullet will act on it. |
886 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 875 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
887 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 876 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
888 | } | 877 | } |
889 | } | 878 | } |
890 | 879 | ||
@@ -894,7 +883,7 @@ public class BSPrim : BSPhysObject | |||
894 | // the functions after this one set up the state of a possibly newly created collision body. | 883 | // the functions after this one set up the state of a possibly newly created collision body. |
895 | private void MakeSolid(bool makeSolid) | 884 | private void MakeSolid(bool makeSolid) |
896 | { | 885 | { |
897 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); | 886 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody); |
898 | if (makeSolid) | 887 | if (makeSolid) |
899 | { | 888 | { |
900 | // Verify the previous code created the correct shape for this type of thing. | 889 | // Verify the previous code created the correct shape for this type of thing. |
@@ -902,7 +891,7 @@ public class BSPrim : BSPhysObject | |||
902 | { | 891 | { |
903 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | 892 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); |
904 | } | 893 | } |
905 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 894 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
906 | } | 895 | } |
907 | else | 896 | else |
908 | { | 897 | { |
@@ -910,7 +899,7 @@ public class BSPrim : BSPhysObject | |||
910 | { | 899 | { |
911 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | 900 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); |
912 | } | 901 | } |
913 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 902 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
914 | 903 | ||
915 | // Change collision info from a static object to a ghosty collision object | 904 | // Change collision info from a static object to a ghosty collision object |
916 | PhysBody.collisionType = CollisionType.VolumeDetect; | 905 | PhysBody.collisionType = CollisionType.VolumeDetect; |
@@ -922,11 +911,11 @@ public class BSPrim : BSPhysObject | |||
922 | { | 911 | { |
923 | if (wantsCollisionEvents) | 912 | if (wantsCollisionEvents) |
924 | { | 913 | { |
925 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 914 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
926 | } | 915 | } |
927 | else | 916 | else |
928 | { | 917 | { |
929 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 918 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
930 | } | 919 | } |
931 | } | 920 | } |
932 | 921 | ||
@@ -937,7 +926,7 @@ public class BSPrim : BSPhysObject | |||
937 | { | 926 | { |
938 | if (PhysBody.HasPhysicalBody) | 927 | if (PhysBody.HasPhysicalBody) |
939 | { | 928 | { |
940 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 929 | PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); |
941 | } | 930 | } |
942 | else | 931 | else |
943 | { | 932 | { |
@@ -972,12 +961,12 @@ public class BSPrim : BSPhysObject | |||
972 | public override bool FloatOnWater { | 961 | public override bool FloatOnWater { |
973 | set { | 962 | set { |
974 | _floatOnWater = value; | 963 | _floatOnWater = value; |
975 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 964 | PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
976 | { | 965 | { |
977 | if (_floatOnWater) | 966 | if (_floatOnWater) |
978 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 967 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
979 | else | 968 | else |
980 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 969 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
981 | }); | 970 | }); |
982 | } | 971 | } |
983 | } | 972 | } |
@@ -989,7 +978,7 @@ public class BSPrim : BSPhysObject | |||
989 | _rotationalVelocity = value; | 978 | _rotationalVelocity = value; |
990 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | 979 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); |
991 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 980 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
992 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 981 | PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
993 | { | 982 | { |
994 | ForceRotationalVelocity = _rotationalVelocity; | 983 | ForceRotationalVelocity = _rotationalVelocity; |
995 | }); | 984 | }); |
@@ -1004,7 +993,7 @@ public class BSPrim : BSPhysObject | |||
1004 | if (PhysBody.HasPhysicalBody) | 993 | if (PhysBody.HasPhysicalBody) |
1005 | { | 994 | { |
1006 | DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 995 | DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
1007 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | 996 | PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); |
1008 | // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | 997 | // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); |
1009 | ActivateIfPhysical(false); | 998 | ActivateIfPhysical(false); |
1010 | } | 999 | } |
@@ -1020,7 +1009,7 @@ public class BSPrim : BSPhysObject | |||
1020 | get { return _buoyancy; } | 1009 | get { return _buoyancy; } |
1021 | set { | 1010 | set { |
1022 | _buoyancy = value; | 1011 | _buoyancy = value; |
1023 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 1012 | PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
1024 | { | 1013 | { |
1025 | ForceBuoyancy = _buoyancy; | 1014 | ForceBuoyancy = _buoyancy; |
1026 | }); | 1015 | }); |
@@ -1043,7 +1032,7 @@ public class BSPrim : BSPhysObject | |||
1043 | base.MoveToTargetActive = value; | 1032 | base.MoveToTargetActive = value; |
1044 | EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() | 1033 | EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() |
1045 | { | 1034 | { |
1046 | return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); | 1035 | return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); |
1047 | }); | 1036 | }); |
1048 | } | 1037 | } |
1049 | } | 1038 | } |
@@ -1055,7 +1044,7 @@ public class BSPrim : BSPhysObject | |||
1055 | base.HoverActive = value; | 1044 | base.HoverActive = value; |
1056 | EnableActor(HoverActive, HoverActorName, delegate() | 1045 | EnableActor(HoverActive, HoverActorName, delegate() |
1057 | { | 1046 | { |
1058 | return new BSActorHover(PhysicsScene, this, HoverActorName); | 1047 | return new BSActorHover(PhysScene, this, HoverActorName); |
1059 | }); | 1048 | }); |
1060 | } | 1049 | } |
1061 | } | 1050 | } |
@@ -1065,7 +1054,7 @@ public class BSPrim : BSPhysObject | |||
1065 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 1054 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
1066 | 1055 | ||
1067 | // Since this force is being applied in only one step, make this a force per second. | 1056 | // Since this force is being applied in only one step, make this a force per second. |
1068 | addForce /= PhysicsScene.LastTimeStep; | 1057 | addForce /= PhysScene.LastTimeStep; |
1069 | AddForce(addForce, pushforce, false /* inTaintTime */); | 1058 | AddForce(addForce, pushforce, false /* inTaintTime */); |
1070 | } | 1059 | } |
1071 | 1060 | ||
@@ -1080,13 +1069,13 @@ public class BSPrim : BSPhysObject | |||
1080 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1069 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1081 | 1070 | ||
1082 | OMV.Vector3 addForce = force; | 1071 | OMV.Vector3 addForce = force; |
1083 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1072 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1084 | { | 1073 | { |
1085 | // Bullet adds this central force to the total force for this tick | 1074 | // Bullet adds this central force to the total force for this tick |
1086 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1075 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1087 | if (PhysBody.HasPhysicalBody) | 1076 | if (PhysBody.HasPhysicalBody) |
1088 | { | 1077 | { |
1089 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); | 1078 | PhysScene.PE.ApplyCentralForce(PhysBody, addForce); |
1090 | ActivateIfPhysical(false); | 1079 | ActivateIfPhysical(false); |
1091 | } | 1080 | } |
1092 | }); | 1081 | }); |
@@ -1108,13 +1097,13 @@ public class BSPrim : BSPhysObject | |||
1108 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); | 1097 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); |
1109 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | 1098 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); |
1110 | 1099 | ||
1111 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() | 1100 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() |
1112 | { | 1101 | { |
1113 | // Bullet adds this impulse immediately to the velocity | 1102 | // Bullet adds this impulse immediately to the velocity |
1114 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); | 1103 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); |
1115 | if (PhysBody.HasPhysicalBody) | 1104 | if (PhysBody.HasPhysicalBody) |
1116 | { | 1105 | { |
1117 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); | 1106 | PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); |
1118 | ActivateIfPhysical(false); | 1107 | ActivateIfPhysical(false); |
1119 | } | 1108 | } |
1120 | }); | 1109 | }); |
@@ -1133,12 +1122,12 @@ public class BSPrim : BSPhysObject | |||
1133 | if (force.IsFinite()) | 1122 | if (force.IsFinite()) |
1134 | { | 1123 | { |
1135 | OMV.Vector3 angForce = force; | 1124 | OMV.Vector3 angForce = force; |
1136 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | 1125 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() |
1137 | { | 1126 | { |
1138 | if (PhysBody.HasPhysicalBody) | 1127 | if (PhysBody.HasPhysicalBody) |
1139 | { | 1128 | { |
1140 | DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); | 1129 | DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); |
1141 | PhysicsScene.PE.ApplyTorque(PhysBody, angForce); | 1130 | PhysScene.PE.ApplyTorque(PhysBody, angForce); |
1142 | ActivateIfPhysical(false); | 1131 | ActivateIfPhysical(false); |
1143 | } | 1132 | } |
1144 | }); | 1133 | }); |
@@ -1157,11 +1146,11 @@ public class BSPrim : BSPhysObject | |||
1157 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | 1146 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) |
1158 | { | 1147 | { |
1159 | OMV.Vector3 applyImpulse = impulse; | 1148 | OMV.Vector3 applyImpulse = impulse; |
1160 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1149 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() |
1161 | { | 1150 | { |
1162 | if (PhysBody.HasPhysicalBody) | 1151 | if (PhysBody.HasPhysicalBody) |
1163 | { | 1152 | { |
1164 | PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); | 1153 | PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); |
1165 | ActivateIfPhysical(false); | 1154 | ActivateIfPhysical(false); |
1166 | } | 1155 | } |
1167 | }); | 1156 | }); |
@@ -1463,12 +1452,13 @@ public class BSPrim : BSPhysObject | |||
1463 | // Create the correct physical representation for this type of object. | 1452 | // Create the correct physical representation for this type of object. |
1464 | // Updates base.PhysBody and base.PhysShape with the new information. | 1453 | // Updates base.PhysBody and base.PhysShape with the new information. |
1465 | // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. | 1454 | // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. |
1466 | PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) | 1455 | PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape) |
1467 | { | 1456 | { |
1468 | // Called if the current prim body is about to be destroyed. | 1457 | // Called if the current prim body is about to be destroyed. |
1469 | // Remove all the physical dependencies on the old body. | 1458 | // Remove all the physical dependencies on the old body. |
1470 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1459 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1471 | RemoveBodyDependencies(); | 1460 | // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints. |
1461 | RemoveDependencies(); | ||
1472 | }); | 1462 | }); |
1473 | 1463 | ||
1474 | // Make sure the properties are set on the new object | 1464 | // Make sure the properties are set on the new object |
@@ -1477,9 +1467,9 @@ public class BSPrim : BSPhysObject | |||
1477 | } | 1467 | } |
1478 | 1468 | ||
1479 | // Called at taint-time | 1469 | // Called at taint-time |
1480 | protected virtual void RemoveBodyDependencies() | 1470 | protected virtual void RemoveDependencies() |
1481 | { | 1471 | { |
1482 | PhysicalActors.RemoveBodyDependencies(); | 1472 | PhysicalActors.RemoveDependencies(); |
1483 | } | 1473 | } |
1484 | 1474 | ||
1485 | // The physics engine says that properties have updated. Update same and inform | 1475 | // The physics engine says that properties have updated. Update same and inform |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f1c3b5c..f5ee671 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |||
@@ -78,14 +78,16 @@ public class BSPrimDisplaced : BSPrim | |||
78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | 78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. |
79 | // A user set value for center-of-mass overrides whatever might be passed in here. | 79 | // A user set value for center-of-mass overrides whatever might be passed in here. |
80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | 80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). |
81 | public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement) | 81 | public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) |
82 | { | 82 | { |
83 | Vector3 comDisp; | 83 | Vector3 comDisp; |
84 | if (UserSetCenterOfMass.HasValue) | 84 | if (UserSetCenterOfMassDisplacement.HasValue) |
85 | comDisp = (OMV.Vector3)UserSetCenterOfMass; | 85 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; |
86 | else | 86 | else |
87 | comDisp = centerOfMassDisplacement; | 87 | comDisp = centerOfMassDisplacement; |
88 | 88 | ||
89 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", | ||
90 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); | ||
89 | if (comDisp == Vector3.Zero) | 91 | if (comDisp == Vector3.Zero) |
90 | { | 92 | { |
91 | // If there is no diplacement. Things get reset. | 93 | // If there is no diplacement. Things get reset. |
@@ -107,9 +109,15 @@ public class BSPrimDisplaced : BSPrim | |||
107 | set | 109 | set |
108 | { | 110 | { |
109 | if (PositionDisplacement != OMV.Vector3.Zero) | 111 | if (PositionDisplacement != OMV.Vector3.Zero) |
110 | base.ForcePosition = value - (PositionDisplacement * RawOrientation); | 112 | { |
113 | OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); | ||
114 | DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); | ||
115 | base.ForcePosition = displacedPos; | ||
116 | } | ||
111 | else | 117 | else |
118 | { | ||
112 | base.ForcePosition = value; | 119 | base.ForcePosition = value; |
120 | } | ||
113 | } | 121 | } |
114 | } | 122 | } |
115 | 123 | ||
@@ -118,6 +126,7 @@ public class BSPrimDisplaced : BSPrim | |||
118 | get { return base.ForceOrientation; } | 126 | get { return base.ForceOrientation; } |
119 | set | 127 | set |
120 | { | 128 | { |
129 | // TODO: | ||
121 | base.ForceOrientation = value; | 130 | base.ForceOrientation = value; |
122 | } | 131 | } |
123 | } | 132 | } |
@@ -143,7 +152,10 @@ public class BSPrimDisplaced : BSPrim | |||
143 | { | 152 | { |
144 | // Correct for any rotation around the center-of-mass | 153 | // Correct for any rotation around the center-of-mass |
145 | // TODO!!! | 154 | // TODO!!! |
146 | entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation); | 155 | |
156 | OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); | ||
157 | DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); | ||
158 | entprop.Position = displacedPos; | ||
147 | // entprop.Rotation = something; | 159 | // entprop.Rotation = something; |
148 | } | 160 | } |
149 | 161 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 28242d4..235da78 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -47,9 +47,9 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
47 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 47 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
48 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | 48 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) |
49 | { | 49 | { |
50 | Linkset = BSLinkset.Factory(PhysicsScene, this); | 50 | Linkset = BSLinkset.Factory(PhysScene, this); |
51 | 51 | ||
52 | PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() | 52 | PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() |
53 | { | 53 | { |
54 | Linkset.Refresh(this); | 54 | Linkset.Refresh(this); |
55 | }); | 55 | }); |
@@ -61,9 +61,6 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
61 | base.Destroy(); | 61 | base.Destroy(); |
62 | } | 62 | } |
63 | 63 | ||
64 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
65 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
66 | |||
67 | public override void link(Manager.PhysicsActor obj) | 64 | public override void link(Manager.PhysicsActor obj) |
68 | { | 65 | { |
69 | BSPrimLinkable parent = obj as BSPrimLinkable; | 66 | BSPrimLinkable parent = obj as BSPrimLinkable; |
@@ -102,7 +99,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
102 | set | 99 | set |
103 | { | 100 | { |
104 | base.Position = value; | 101 | base.Position = value; |
105 | PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate() | 102 | PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate() |
106 | { | 103 | { |
107 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | 104 | Linkset.UpdateProperties(UpdatedProperties.Position, this); |
108 | }); | 105 | }); |
@@ -116,7 +113,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
116 | set | 113 | set |
117 | { | 114 | { |
118 | base.Orientation = value; | 115 | base.Orientation = value; |
119 | PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() | 116 | PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() |
120 | { | 117 | { |
121 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | 118 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); |
122 | }); | 119 | }); |
@@ -149,10 +146,10 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
149 | } | 146 | } |
150 | 147 | ||
151 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. | 148 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. |
152 | protected override void RemoveBodyDependencies() | 149 | protected override void RemoveDependencies() |
153 | { | 150 | { |
154 | Linkset.RemoveBodyDependencies(this); | 151 | Linkset.RemoveDependencies(this); |
155 | base.RemoveBodyDependencies(); | 152 | base.RemoveDependencies(); |
156 | } | 153 | } |
157 | 154 | ||
158 | public override void UpdateProperties(EntityProperties entprop) | 155 | public override void UpdateProperties(EntityProperties entprop) |
@@ -185,6 +182,10 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
185 | { | 182 | { |
186 | return false; | 183 | return false; |
187 | } | 184 | } |
185 | |||
186 | // TODO: handle collisions of other objects with with children of linkset. | ||
187 | // This is a problem for LinksetCompound since the children are packed into the root. | ||
188 | |||
188 | return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | 189 | return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); |
189 | } | 190 | } |
190 | } | 191 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 8e05b58..a4a8794 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -316,7 +316,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
316 | break; | 316 | break; |
317 | case "bulletxna": | 317 | case "bulletxna": |
318 | ret = new BSAPIXNA(engineName, this); | 318 | ret = new BSAPIXNA(engineName, this); |
319 | // Disable some features that are not implemented in BulletXNA | ||
320 | m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); | ||
319 | BSParam.ShouldUseBulletHACD = false; | 321 | BSParam.ShouldUseBulletHACD = false; |
322 | BSParam.ShouldUseSingleConvexHullForPrims = false; | ||
320 | break; | 323 | break; |
321 | } | 324 | } |
322 | 325 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index bc26460..64aaa15 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -38,38 +38,15 @@ public sealed class BSShapeCollection : IDisposable | |||
38 | { | 38 | { |
39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | 39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
40 | 40 | ||
41 | private BSScene PhysicsScene { get; set; } | 41 | private BSScene m_physicsScene { get; set; } |
42 | 42 | ||
43 | private Object m_collectionActivityLock = new Object(); | 43 | private Object m_collectionActivityLock = new Object(); |
44 | 44 | ||
45 | // Description of a Mesh | ||
46 | private struct MeshDesc | ||
47 | { | ||
48 | public BulletShape shape; | ||
49 | public int referenceCount; | ||
50 | public DateTime lastReferenced; | ||
51 | public UInt64 shapeKey; | ||
52 | } | ||
53 | |||
54 | // Description of a hull. | ||
55 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. | ||
56 | private struct HullDesc | ||
57 | { | ||
58 | public BulletShape shape; | ||
59 | public int referenceCount; | ||
60 | public DateTime lastReferenced; | ||
61 | public UInt64 shapeKey; | ||
62 | } | ||
63 | |||
64 | // The sharable set of meshes and hulls. Indexed by their shape hash. | ||
65 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); | ||
66 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); | ||
67 | |||
68 | private bool DDetail = false; | 45 | private bool DDetail = false; |
69 | 46 | ||
70 | public BSShapeCollection(BSScene physScene) | 47 | public BSShapeCollection(BSScene physScene) |
71 | { | 48 | { |
72 | PhysicsScene = physScene; | 49 | m_physicsScene = physScene; |
73 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) | 50 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) |
74 | // While detailed debugging is still active, this is better than commenting out all the | 51 | // While detailed debugging is still active, this is better than commenting out all the |
75 | // DetailLog statements. When debugging slows down, this and the protected logging | 52 | // DetailLog statements. When debugging slows down, this and the protected logging |
@@ -86,22 +63,18 @@ public sealed class BSShapeCollection : IDisposable | |||
86 | // Mostly used for changing bodies out from under Linksets. | 63 | // Mostly used for changing bodies out from under Linksets. |
87 | // Useful for other cases where parameters need saving. | 64 | // Useful for other cases where parameters need saving. |
88 | // Passing 'null' says no callback. | 65 | // Passing 'null' says no callback. |
89 | public delegate void ShapeDestructionCallback(BulletShape shape); | 66 | public delegate void PhysicalDestructionCallback(BulletBody pBody, BulletShape pShape); |
90 | public delegate void BodyDestructionCallback(BulletBody body); | ||
91 | 67 | ||
92 | // Called to update/change the body and shape for an object. | 68 | // Called to update/change the body and shape for an object. |
93 | // First checks the shape and updates that if necessary then makes | 69 | // The object has some shape and body on it. Here we decide if that is the correct shape |
94 | // sure the body is of the right type. | 70 | // for the current state of the object (static/dynamic/...). |
71 | // If bodyCallback is not null, it is called if either the body or the shape are changed | ||
72 | // so dependencies (like constraints) can be removed before the physical object is dereferenced. | ||
95 | // Return 'true' if either the body or the shape changed. | 73 | // Return 'true' if either the body or the shape changed. |
96 | // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before | 74 | // Called at taint-time. |
97 | // the current shape or body is destroyed. This allows the caller to remove any | 75 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) |
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | ||
99 | // remove the physical constraints before the body is destroyed. | ||
100 | // Called at taint-time!! | ||
101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, | ||
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | ||
103 | { | 76 | { |
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | 77 | m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); |
105 | 78 | ||
106 | bool ret = false; | 79 | bool ret = false; |
107 | 80 | ||
@@ -111,12 +84,12 @@ public sealed class BSShapeCollection : IDisposable | |||
111 | // Do we have the correct geometry for this type of object? | 84 | // Do we have the correct geometry for this type of object? |
112 | // Updates prim.BSShape with information/pointers to shape. | 85 | // Updates prim.BSShape with information/pointers to shape. |
113 | // Returns 'true' of BSShape is changed to a new shape. | 86 | // Returns 'true' of BSShape is changed to a new shape. |
114 | bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); | 87 | bool newGeom = CreateGeom(forceRebuild, prim, bodyCallback); |
115 | // If we had to select a new shape geometry for the object, | 88 | // If we had to select a new shape geometry for the object, |
116 | // rebuild the body around it. | 89 | // rebuild the body around it. |
117 | // Updates prim.BSBody with information/pointers to requested body | 90 | // Updates prim.BSBody with information/pointers to requested body |
118 | // Returns 'true' if BSBody was changed. | 91 | // Returns 'true' if BSBody was changed. |
119 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bodyCallback); | 92 | bool newBody = CreateBody((newGeom || forceRebuild), prim, m_physicsScene.World, bodyCallback); |
120 | ret = newGeom || newBody; | 93 | ret = newGeom || newBody; |
121 | } | 94 | } |
122 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", | 95 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", |
@@ -127,271 +100,20 @@ public sealed class BSShapeCollection : IDisposable | |||
127 | 100 | ||
128 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) | 101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) |
129 | { | 102 | { |
130 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | 103 | return GetBodyAndShape(forceRebuild, sim, prim, null); |
131 | } | ||
132 | |||
133 | // Track another user of a body. | ||
134 | // We presume the caller has allocated the body. | ||
135 | // Bodies only have one user so the body is just put into the world if not already there. | ||
136 | private void ReferenceBody(BulletBody body) | ||
137 | { | ||
138 | lock (m_collectionActivityLock) | ||
139 | { | ||
140 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | ||
141 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) | ||
142 | { | ||
143 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); | ||
144 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | ||
145 | } | ||
146 | } | ||
147 | } | ||
148 | |||
149 | // Release the usage of a body. | ||
150 | // Called when releasing use of a BSBody. BSShape is handled separately. | ||
151 | // Called in taint time. | ||
152 | public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback ) | ||
153 | { | ||
154 | if (!body.HasPhysicalBody) | ||
155 | return; | ||
156 | |||
157 | PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); | ||
158 | |||
159 | lock (m_collectionActivityLock) | ||
160 | { | ||
161 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); | ||
162 | // If the caller needs to know the old body is going away, pass the event up. | ||
163 | if (bodyCallback != null) bodyCallback(body); | ||
164 | |||
165 | // Removing an object not in the world is a NOOP | ||
166 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); | ||
167 | |||
168 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
169 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); | ||
170 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); | ||
171 | } | ||
172 | } | ||
173 | |||
174 | // Track the datastructures and use count for a shape. | ||
175 | // When creating a hull, this is called first to reference the mesh | ||
176 | // and then again to reference the hull. | ||
177 | // Meshes and hulls for the same shape have the same hash key. | ||
178 | // NOTE that native shapes are not added to the mesh list or removed. | ||
179 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | ||
180 | public bool ReferenceShape(BulletShape shape) | ||
181 | { | ||
182 | bool ret = false; | ||
183 | switch (shape.type) | ||
184 | { | ||
185 | case BSPhysicsShapeType.SHAPE_MESH: | ||
186 | MeshDesc meshDesc; | ||
187 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
188 | { | ||
189 | // There is an existing instance of this mesh. | ||
190 | meshDesc.referenceCount++; | ||
191 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", | ||
192 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
193 | } | ||
194 | else | ||
195 | { | ||
196 | // This is a new reference to a mesh | ||
197 | meshDesc.shape = shape.Clone(); | ||
198 | meshDesc.shapeKey = shape.shapeKey; | ||
199 | // We keep a reference to the underlying IMesh data so a hull can be built | ||
200 | meshDesc.referenceCount = 1; | ||
201 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", | ||
202 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
203 | ret = true; | ||
204 | } | ||
205 | meshDesc.lastReferenced = System.DateTime.Now; | ||
206 | Meshes[shape.shapeKey] = meshDesc; | ||
207 | break; | ||
208 | case BSPhysicsShapeType.SHAPE_HULL: | ||
209 | HullDesc hullDesc; | ||
210 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
211 | { | ||
212 | // There is an existing instance of this hull. | ||
213 | hullDesc.referenceCount++; | ||
214 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", | ||
215 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
216 | } | ||
217 | else | ||
218 | { | ||
219 | // This is a new reference to a hull | ||
220 | hullDesc.shape = shape.Clone(); | ||
221 | hullDesc.shapeKey = shape.shapeKey; | ||
222 | hullDesc.referenceCount = 1; | ||
223 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", | ||
224 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
225 | ret = true; | ||
226 | |||
227 | } | ||
228 | hullDesc.lastReferenced = System.DateTime.Now; | ||
229 | Hulls[shape.shapeKey] = hullDesc; | ||
230 | break; | ||
231 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
232 | break; | ||
233 | default: | ||
234 | // Native shapes are not tracked and they don't go into any list | ||
235 | break; | ||
236 | } | ||
237 | return ret; | ||
238 | } | ||
239 | |||
240 | // Release the usage of a shape. | ||
241 | public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
242 | { | ||
243 | if (!shape.HasPhysicalShape) | ||
244 | return; | ||
245 | |||
246 | PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape"); | ||
247 | |||
248 | if (shape.HasPhysicalShape) | ||
249 | { | ||
250 | if (shape.isNativeShape) | ||
251 | { | ||
252 | // Native shapes are not tracked and are released immediately | ||
253 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}", | ||
254 | BSScene.DetailLogZero, shape.AddrString); | ||
255 | if (shapeCallback != null) shapeCallback(shape); | ||
256 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); | ||
257 | } | ||
258 | else | ||
259 | { | ||
260 | switch (shape.type) | ||
261 | { | ||
262 | case BSPhysicsShapeType.SHAPE_HULL: | ||
263 | DereferenceHull(shape, shapeCallback); | ||
264 | break; | ||
265 | case BSPhysicsShapeType.SHAPE_MESH: | ||
266 | DereferenceMesh(shape, shapeCallback); | ||
267 | break; | ||
268 | case BSPhysicsShapeType.SHAPE_COMPOUND: | ||
269 | DereferenceCompound(shape, shapeCallback); | ||
270 | break; | ||
271 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
272 | break; | ||
273 | default: | ||
274 | break; | ||
275 | } | ||
276 | } | ||
277 | } | ||
278 | } | ||
279 | |||
280 | // Count down the reference count for a mesh shape | ||
281 | // Called at taint-time. | ||
282 | private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
283 | { | ||
284 | MeshDesc meshDesc; | ||
285 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
286 | { | ||
287 | meshDesc.referenceCount--; | ||
288 | // TODO: release the Bullet storage | ||
289 | if (shapeCallback != null) shapeCallback(shape); | ||
290 | meshDesc.lastReferenced = System.DateTime.Now; | ||
291 | Meshes[shape.shapeKey] = meshDesc; | ||
292 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", | ||
293 | BSScene.DetailLogZero, shape, meshDesc.referenceCount); | ||
294 | |||
295 | } | ||
296 | } | ||
297 | |||
298 | // Count down the reference count for a hull shape | ||
299 | // Called at taint-time. | ||
300 | private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
301 | { | ||
302 | HullDesc hullDesc; | ||
303 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
304 | { | ||
305 | hullDesc.referenceCount--; | ||
306 | // TODO: release the Bullet storage (aging old entries?) | ||
307 | |||
308 | // Tell upper layers that, if they have dependencies on this shape, this link is going away | ||
309 | if (shapeCallback != null) shapeCallback(shape); | ||
310 | |||
311 | hullDesc.lastReferenced = System.DateTime.Now; | ||
312 | Hulls[shape.shapeKey] = hullDesc; | ||
313 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", | ||
314 | BSScene.DetailLogZero, shape, hullDesc.referenceCount); | ||
315 | } | ||
316 | } | ||
317 | |||
318 | // Remove a reference to a compound shape. | ||
319 | // Taking a compound shape apart is a little tricky because if you just delete the | ||
320 | // physical shape, it will free all the underlying children. We can't do that because | ||
321 | // they could be shared. So, this removes each of the children from the compound and | ||
322 | // dereferences them separately before destroying the compound collision object itself. | ||
323 | // Called at taint-time. | ||
324 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
325 | { | ||
326 | if (!PhysicsScene.PE.IsCompound(shape)) | ||
327 | { | ||
328 | // Failed the sanity check!! | ||
329 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
330 | LogHeader, shape.type, shape.AddrString); | ||
331 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
332 | BSScene.DetailLogZero, shape.type, shape.AddrString); | ||
333 | return; | ||
334 | } | ||
335 | |||
336 | int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape); | ||
337 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); | ||
338 | |||
339 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
340 | { | ||
341 | BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii); | ||
342 | DereferenceAnonCollisionShape(childShape); | ||
343 | } | ||
344 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); | ||
345 | } | 104 | } |
346 | 105 | ||
347 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | 106 | // If the existing prim's shape is to be replaced, remove the tie to the existing shape |
348 | // Figure out type and call the correct dereference routine. | 107 | // before replacing it. |
349 | // Called at taint-time. | 108 | private void DereferenceExistingShape(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
350 | private void DereferenceAnonCollisionShape(BulletShape shapeInfo) | ||
351 | { | 109 | { |
352 | MeshDesc meshDesc; | 110 | if (prim.PhysShape.HasPhysicalShape) |
353 | HullDesc hullDesc; | ||
354 | |||
355 | if (TryGetMeshByPtr(shapeInfo, out meshDesc)) | ||
356 | { | ||
357 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; | ||
358 | shapeInfo.shapeKey = meshDesc.shapeKey; | ||
359 | } | ||
360 | else | ||
361 | { | ||
362 | if (TryGetHullByPtr(shapeInfo, out hullDesc)) | ||
363 | { | ||
364 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; | ||
365 | shapeInfo.shapeKey = hullDesc.shapeKey; | ||
366 | } | ||
367 | else | ||
368 | { | ||
369 | if (PhysicsScene.PE.IsCompound(shapeInfo)) | ||
370 | { | ||
371 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
372 | } | ||
373 | else | ||
374 | { | ||
375 | if (PhysicsScene.PE.IsNativeShape(shapeInfo)) | ||
376 | { | ||
377 | shapeInfo.isNativeShape = true; | ||
378 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | ||
379 | } | ||
380 | } | ||
381 | } | ||
382 | } | ||
383 | |||
384 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); | ||
385 | |||
386 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
387 | { | ||
388 | DereferenceShape(shapeInfo, null); | ||
389 | } | ||
390 | else | ||
391 | { | 111 | { |
392 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", | 112 | if (shapeCallback != null) |
393 | LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString); | 113 | shapeCallback(prim.PhysBody, prim.PhysShape.physShapeInfo); |
114 | prim.PhysShape.Dereference(m_physicsScene); | ||
394 | } | 115 | } |
116 | prim.PhysShape = new BSShapeNull(); | ||
395 | } | 117 | } |
396 | 118 | ||
397 | // Create the geometry information in Bullet for later use. | 119 | // Create the geometry information in Bullet for later use. |
@@ -402,60 +124,41 @@ public sealed class BSShapeCollection : IDisposable | |||
402 | // Info in prim.BSShape is updated to the new shape. | 124 | // Info in prim.BSShape is updated to the new shape. |
403 | // Returns 'true' if the geometry was rebuilt. | 125 | // Returns 'true' if the geometry was rebuilt. |
404 | // Called at taint-time! | 126 | // Called at taint-time! |
405 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | 127 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
406 | { | 128 | { |
407 | bool ret = false; | 129 | bool ret = false; |
408 | bool haveShape = false; | 130 | bool haveShape = false; |
131 | bool nativeShapePossible = true; | ||
132 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
409 | 133 | ||
410 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | 134 | // Kludge to create the capsule for the avatar. |
135 | // TDOD: Remove/redo this when BSShapeAvatar is working!! | ||
136 | BSCharacter theChar = prim as BSCharacter; | ||
137 | if (theChar != null) | ||
411 | { | 138 | { |
412 | // an avatar capsule is close to a native shape (it is not shared) | 139 | DereferenceExistingShape(prim, shapeCallback); |
413 | GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback); | 140 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
414 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); | 141 | BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE); |
415 | ret = true; | 142 | ret = true; |
416 | haveShape = true; | 143 | haveShape = true; |
417 | } | 144 | } |
418 | 145 | ||
419 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
420 | // This isn't too great a hardship since most of the child shapes will have already been created. | ||
421 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
422 | { | ||
423 | ret = GetReferenceToCompoundShape(prim, shapeCallback); | ||
424 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); | ||
425 | haveShape = true; | ||
426 | } | ||
427 | |||
428 | if (!haveShape) | ||
429 | { | ||
430 | ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); | ||
431 | } | ||
432 | |||
433 | return ret; | ||
434 | } | ||
435 | |||
436 | // Create a mesh, hull or native shape. | ||
437 | // Return 'true' if the prim's shape was changed. | ||
438 | public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
439 | { | ||
440 | bool ret = false; | ||
441 | bool haveShape = false; | ||
442 | bool nativeShapePossible = true; | ||
443 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
444 | |||
445 | // If the prim attributes are simple, this could be a simple Bullet native shape | 146 | // If the prim attributes are simple, this could be a simple Bullet native shape |
147 | // Native shapes work whether to object is static or physical. | ||
446 | if (!haveShape | 148 | if (!haveShape |
447 | && nativeShapePossible | 149 | && nativeShapePossible |
448 | && pbs != null | 150 | && pbs != null |
449 | && !pbs.SculptEntry | 151 | && PrimHasNoCuts(pbs) |
450 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || PrimHasNoCuts(pbs)) ) | 152 | && ( !pbs.SculptEntry || (pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) ) |
153 | ) | ||
451 | { | 154 | { |
452 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | 155 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. |
453 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | 156 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; |
454 | if (prim.PhysShape.HasPhysicalShape) | 157 | if (prim.PhysShape.HasPhysicalShape) |
455 | scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape); | 158 | scaleOfExistingShape = m_physicsScene.PE.GetLocalScaling(prim.PhysShape.physShapeInfo); |
456 | 159 | ||
457 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | 160 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", |
458 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | 161 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.physShapeInfo.shapeType); |
459 | 162 | ||
460 | // It doesn't look like Bullet scales native spheres so make sure the scales are all equal | 163 | // It doesn't look like Bullet scales native spheres so make sure the scales are all equal |
461 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | 164 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) |
@@ -463,26 +166,30 @@ public sealed class BSShapeCollection : IDisposable | |||
463 | { | 166 | { |
464 | haveShape = true; | 167 | haveShape = true; |
465 | if (forceRebuild | 168 | if (forceRebuild |
466 | || prim.Scale != scaleOfExistingShape | 169 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_SPHERE |
467 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE | 170 | ) |
468 | ) | ||
469 | { | 171 | { |
470 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, | 172 | DereferenceExistingShape(prim, shapeCallback); |
471 | FixedShapeKey.KEY_SPHERE, shapeCallback); | 173 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
174 | BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_SPHERE); | ||
175 | ret = true; | ||
472 | } | 176 | } |
473 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", | 177 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", |
474 | prim.LocalID, forceRebuild, ret, prim.PhysShape); | 178 | prim.LocalID, forceRebuild, ret, prim.PhysShape); |
475 | } | 179 | } |
180 | // If we didn't make a sphere, maybe a box will work. | ||
476 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | 181 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) |
477 | { | 182 | { |
478 | haveShape = true; | 183 | haveShape = true; |
479 | if (forceRebuild | 184 | if (forceRebuild |
480 | || prim.Scale != scaleOfExistingShape | 185 | || prim.Scale != scaleOfExistingShape |
481 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX | 186 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_BOX |
482 | ) | 187 | ) |
483 | { | 188 | { |
484 | ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, | 189 | DereferenceExistingShape(prim, shapeCallback); |
485 | FixedShapeKey.KEY_BOX, shapeCallback); | 190 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, |
191 | BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
192 | ret = true; | ||
486 | } | 193 | } |
487 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", | 194 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", |
488 | prim.LocalID, forceRebuild, ret, prim.PhysShape); | 195 | prim.LocalID, forceRebuild, ret, prim.PhysShape); |
@@ -499,7 +206,7 @@ public sealed class BSShapeCollection : IDisposable | |||
499 | } | 206 | } |
500 | 207 | ||
501 | // return 'true' if this shape description does not include any cutting or twisting. | 208 | // return 'true' if this shape description does not include any cutting or twisting. |
502 | private bool PrimHasNoCuts(PrimitiveBaseShape pbs) | 209 | public static bool PrimHasNoCuts(PrimitiveBaseShape pbs) |
503 | { | 210 | { |
504 | return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 211 | return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
505 | && pbs.ProfileHollow == 0 | 212 | && pbs.ProfileHollow == 0 |
@@ -511,7 +218,7 @@ public sealed class BSShapeCollection : IDisposable | |||
511 | } | 218 | } |
512 | 219 | ||
513 | // return 'true' if the prim's shape was changed. | 220 | // return 'true' if the prim's shape was changed. |
514 | public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | 221 | private bool CreateGeomMeshOrHull(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) |
515 | { | 222 | { |
516 | 223 | ||
517 | bool ret = false; | 224 | bool ret = false; |
@@ -519,538 +226,110 @@ public sealed class BSShapeCollection : IDisposable | |||
519 | // made. Native shapes work in either case. | 226 | // made. Native shapes work in either case. |
520 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) | 227 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) |
521 | { | 228 | { |
522 | // Update prim.BSShape to reference a hull of this shape. | 229 | // Use a simple, single mesh convex hull shape if the object is simple enough |
523 | ret = GetReferenceToHull(prim, shapeCallback); | 230 | BSShape potentialHull = null; |
524 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | ||
525 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
526 | } | ||
527 | else | ||
528 | { | ||
529 | ret = GetReferenceToMesh(prim, shapeCallback); | ||
530 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | ||
531 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
532 | } | ||
533 | return ret; | ||
534 | } | ||
535 | |||
536 | // Creates a native shape and assignes it to prim.BSShape. | ||
537 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). | ||
538 | private bool GetReferenceToNativeShape(BSPhysObject prim, | ||
539 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, | ||
540 | ShapeDestructionCallback shapeCallback) | ||
541 | { | ||
542 | // release any previous shape | ||
543 | DereferenceShape(prim.PhysShape, shapeCallback); | ||
544 | |||
545 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); | ||
546 | |||
547 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | ||
548 | if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | ||
549 | prim.LocalID, newShape, prim.Scale); | ||
550 | |||
551 | // native shapes are scaled by Bullet | ||
552 | prim.PhysShape = newShape; | ||
553 | return true; | ||
554 | } | ||
555 | |||
556 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, | ||
557 | FixedShapeKey shapeKey) | ||
558 | { | ||
559 | BulletShape newShape; | ||
560 | // Need to make sure the passed shape information is for the native type. | ||
561 | ShapeData nativeShapeData = new ShapeData(); | ||
562 | nativeShapeData.Type = shapeType; | ||
563 | nativeShapeData.ID = prim.LocalID; | ||
564 | nativeShapeData.Scale = prim.Scale; | ||
565 | nativeShapeData.Size = prim.Scale; // unneeded, I think. | ||
566 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
567 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
568 | |||
569 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
570 | { | ||
571 | 231 | ||
572 | newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); | 232 | PrimitiveBaseShape pbs = prim.BaseShape; |
573 | if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 233 | if (BSParam.ShouldUseSingleConvexHullForPrims |
574 | } | 234 | && pbs != null |
575 | else | 235 | && !pbs.SculptEntry |
576 | { | 236 | && PrimHasNoCuts(pbs) |
577 | // Native shapes are scaled in Bullet so set the scaling to the size | 237 | ) |
578 | newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); | ||
579 | |||
580 | } | ||
581 | if (!newShape.HasPhysicalShape) | ||
582 | { | ||
583 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
584 | LogHeader, prim.LocalID, shapeType); | ||
585 | } | ||
586 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
587 | newShape.isNativeShape = true; | ||
588 | |||
589 | return newShape; | ||
590 | } | ||
591 | |||
592 | // Builds a mesh shape in the physical world and updates prim.BSShape. | ||
593 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | ||
594 | // Returns 'true' of a mesh was actually built. Otherwise . | ||
595 | // Called at taint-time! | ||
596 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
597 | { | ||
598 | BulletShape newShape = new BulletShape(); | ||
599 | |||
600 | float lod; | ||
601 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
602 | |||
603 | // if this new shape is the same as last time, don't recreate the mesh | ||
604 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) | ||
605 | return false; | ||
606 | |||
607 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}", | ||
608 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); | ||
609 | |||
610 | // Since we're recreating new, get rid of the reference to the previous shape | ||
611 | DereferenceShape(prim.PhysShape, shapeCallback); | ||
612 | |||
613 | newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
614 | // Take evasive action if the mesh was not constructed. | ||
615 | newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); | ||
616 | |||
617 | ReferenceShape(newShape); | ||
618 | |||
619 | prim.PhysShape = newShape; | ||
620 | |||
621 | return true; // 'true' means a new shape has been added to this prim | ||
622 | } | ||
623 | |||
624 | private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
625 | { | ||
626 | BulletShape newShape = new BulletShape(); | ||
627 | |||
628 | MeshDesc meshDesc; | ||
629 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | ||
630 | { | ||
631 | // If the mesh has already been built just use it. | ||
632 | newShape = meshDesc.shape.Clone(); | ||
633 | } | ||
634 | else | ||
635 | { | ||
636 | IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | ||
637 | false, // say it is not physical so a bounding box is not built | ||
638 | false // do not cache the mesh and do not use previously built versions | ||
639 | ); | ||
640 | |||
641 | if (meshData != null) | ||
642 | { | 238 | { |
643 | 239 | potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); | |
644 | int[] indices = meshData.getIndexListAsInt(); | 240 | } |
645 | int realIndicesIndex = indices.Length; | 241 | else |
646 | float[] verticesAsFloats = meshData.getVertexListAsFloat(); | 242 | { |
647 | 243 | potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | |
648 | if (BSParam.ShouldRemoveZeroWidthTriangles) | ||
649 | { | ||
650 | // Remove degenerate triangles. These are triangles with two of the vertices | ||
651 | // are the same. This is complicated by the problem that vertices are not | ||
652 | // made unique in sculpties so we have to compare the values in the vertex. | ||
653 | realIndicesIndex = 0; | ||
654 | for (int tri = 0; tri < indices.Length; tri += 3) | ||
655 | { | ||
656 | // Compute displacements into vertex array for each vertex of the triangle | ||
657 | int v1 = indices[tri + 0] * 3; | ||
658 | int v2 = indices[tri + 1] * 3; | ||
659 | int v3 = indices[tri + 2] * 3; | ||
660 | // Check to see if any two of the vertices are the same | ||
661 | if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] | ||
662 | && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] | ||
663 | && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) | ||
664 | || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] | ||
665 | && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] | ||
666 | && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) | ||
667 | || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] | ||
668 | && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] | ||
669 | && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) | ||
670 | ) | ||
671 | { | ||
672 | // None of the vertices of the triangles are the same. This is a good triangle; | ||
673 | indices[realIndicesIndex + 0] = indices[tri + 0]; | ||
674 | indices[realIndicesIndex + 1] = indices[tri + 1]; | ||
675 | indices[realIndicesIndex + 2] = indices[tri + 2]; | ||
676 | realIndicesIndex += 3; | ||
677 | } | ||
678 | } | ||
679 | } | ||
680 | DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", | ||
681 | BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); | ||
682 | |||
683 | if (realIndicesIndex != 0) | ||
684 | { | ||
685 | newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, | ||
686 | realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); | ||
687 | } | ||
688 | else | ||
689 | { | ||
690 | PhysicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", | ||
691 | LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name); | ||
692 | } | ||
693 | } | 244 | } |
694 | } | ||
695 | newShape.shapeKey = newMeshKey; | ||
696 | |||
697 | return newShape; | ||
698 | } | ||
699 | |||
700 | // See that hull shape exists in the physical world and update prim.BSShape. | ||
701 | // We could be creating the hull because scale changed or whatever. | ||
702 | // Return 'true' if a new hull was built. Otherwise, returning a shared hull instance. | ||
703 | private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
704 | { | ||
705 | BulletShape newShape; | ||
706 | |||
707 | float lod; | ||
708 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
709 | |||
710 | // if the hull hasn't changed, don't rebuild it | ||
711 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) | ||
712 | return false; | ||
713 | |||
714 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", | ||
715 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | ||
716 | |||
717 | // Remove usage of the previous shape. | ||
718 | DereferenceShape(prim.PhysShape, shapeCallback); | ||
719 | |||
720 | newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); | ||
721 | // It might not have been created if we're waiting for an asset. | ||
722 | newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); | ||
723 | |||
724 | ReferenceShape(newShape); | ||
725 | |||
726 | prim.PhysShape = newShape; | ||
727 | return true; // 'true' means a new shape has been added to this prim | ||
728 | } | ||
729 | |||
730 | List<ConvexResult> m_hulls; | ||
731 | private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
732 | { | ||
733 | |||
734 | BulletShape newShape = new BulletShape(); | ||
735 | IntPtr hullPtr = IntPtr.Zero; | ||
736 | 245 | ||
737 | HullDesc hullDesc; | 246 | // If the current shape is not what is on the prim at the moment, time to change. |
738 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | 247 | if (!prim.PhysShape.HasPhysicalShape |
739 | { | 248 | || potentialHull.ShapeType != prim.PhysShape.ShapeType |
740 | // If the hull shape already has been created, just use the one shared instance. | 249 | || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) |
741 | newShape = hullDesc.shape.Clone(); | 250 | { |
251 | DereferenceExistingShape(prim, shapeCallback); | ||
252 | prim.PhysShape = potentialHull; | ||
253 | ret = true; | ||
254 | } | ||
255 | else | ||
256 | { | ||
257 | // The current shape on the prim is the correct one. We don't need the potential reference. | ||
258 | potentialHull.Dereference(m_physicsScene); | ||
259 | } | ||
260 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape); | ||
742 | } | 261 | } |
743 | else | 262 | else |
744 | { | 263 | { |
745 | if (BSParam.ShouldUseBulletHACD) | 264 | // Update prim.BSShape to reference a mesh of this shape. |
265 | BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | ||
266 | // If the current shape is not what is on the prim at the moment, time to change. | ||
267 | if (!prim.PhysShape.HasPhysicalShape | ||
268 | || potentialMesh.ShapeType != prim.PhysShape.ShapeType | ||
269 | || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) | ||
746 | { | 270 | { |
747 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); | 271 | DereferenceExistingShape(prim, shapeCallback); |
748 | MeshDesc meshDesc; | 272 | prim.PhysShape = potentialMesh; |
749 | if (!Meshes.TryGetValue(newHullKey, out meshDesc)) | 273 | ret = true; |
750 | { | ||
751 | // That's odd because the mesh should have been created before the hull | ||
752 | // but, since it doesn't exist, create it. | ||
753 | newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod); | ||
754 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
755 | |||
756 | if (newShape.HasPhysicalShape) | ||
757 | { | ||
758 | ReferenceShape(newShape); | ||
759 | Meshes.TryGetValue(newHullKey, out meshDesc); | ||
760 | } | ||
761 | } | ||
762 | if (meshDesc.shape.HasPhysicalShape) | ||
763 | { | ||
764 | HACDParams parms; | ||
765 | parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; | ||
766 | parms.minClusters = BSParam.BHullMinClusters; | ||
767 | parms.compacityWeight = BSParam.BHullCompacityWeight; | ||
768 | parms.volumeWeight = BSParam.BHullVolumeWeight; | ||
769 | parms.concavity = BSParam.BHullConcavity; | ||
770 | parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); | ||
771 | parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); | ||
772 | parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); | ||
773 | parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); | ||
774 | |||
775 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | ||
776 | newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms); | ||
777 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
778 | } | ||
779 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
780 | } | 274 | } |
781 | if (!newShape.HasPhysicalShape) | 275 | else |
782 | { | 276 | { |
783 | // Build a new hull in the physical world. | 277 | // We don't need this reference to the mesh that is already being using. |
784 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | 278 | potentialMesh.Dereference(m_physicsScene); |
785 | IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
786 | if (meshData != null) | ||
787 | { | ||
788 | int[] indices = meshData.getIndexListAsInt(); | ||
789 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
790 | |||
791 | //format conversion from IMesh format to DecompDesc format | ||
792 | List<int> convIndices = new List<int>(); | ||
793 | List<float3> convVertices = new List<float3>(); | ||
794 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
795 | { | ||
796 | convIndices.Add(indices[ii]); | ||
797 | } | ||
798 | foreach (OMV.Vector3 vv in vertices) | ||
799 | { | ||
800 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
801 | } | ||
802 | |||
803 | uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; | ||
804 | if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) | ||
805 | { | ||
806 | // Simple primitive shapes we know are convex so they are better implemented with | ||
807 | // fewer hulls. | ||
808 | // Check for simple shape (prim without cuts) and reduce split parameter if so. | ||
809 | if (PrimHasNoCuts(pbs)) | ||
810 | { | ||
811 | maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; | ||
812 | } | ||
813 | } | ||
814 | |||
815 | // setup and do convex hull conversion | ||
816 | m_hulls = new List<ConvexResult>(); | ||
817 | DecompDesc dcomp = new DecompDesc(); | ||
818 | dcomp.mIndices = convIndices; | ||
819 | dcomp.mVertices = convVertices; | ||
820 | dcomp.mDepth = maxDepthSplit; | ||
821 | dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; | ||
822 | dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; | ||
823 | dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; | ||
824 | dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; | ||
825 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
826 | // create the hull into the _hulls variable | ||
827 | convexBuilder.process(dcomp); | ||
828 | |||
829 | DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", | ||
830 | BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); | ||
831 | |||
832 | // Convert the vertices and indices for passing to unmanaged. | ||
833 | // The hull information is passed as a large floating point array. | ||
834 | // The format is: | ||
835 | // convHulls[0] = number of hulls | ||
836 | // convHulls[1] = number of vertices in first hull | ||
837 | // convHulls[2] = hull centroid X coordinate | ||
838 | // convHulls[3] = hull centroid Y coordinate | ||
839 | // convHulls[4] = hull centroid Z coordinate | ||
840 | // convHulls[5] = first hull vertex X | ||
841 | // convHulls[6] = first hull vertex Y | ||
842 | // convHulls[7] = first hull vertex Z | ||
843 | // convHulls[8] = second hull vertex X | ||
844 | // ... | ||
845 | // convHulls[n] = number of vertices in second hull | ||
846 | // convHulls[n+1] = second hull centroid X coordinate | ||
847 | // ... | ||
848 | // | ||
849 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
850 | // data structures that do not need to be converted in order to pass to Bullet. | ||
851 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
852 | int hullCount = m_hulls.Count; | ||
853 | int totalVertices = 1; // include one for the count of the hulls | ||
854 | foreach (ConvexResult cr in m_hulls) | ||
855 | { | ||
856 | totalVertices += 4; // add four for the vertex count and centroid | ||
857 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
858 | } | ||
859 | float[] convHulls = new float[totalVertices]; | ||
860 | |||
861 | convHulls[0] = (float)hullCount; | ||
862 | int jj = 1; | ||
863 | foreach (ConvexResult cr in m_hulls) | ||
864 | { | ||
865 | // copy vertices for index access | ||
866 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
867 | int kk = 0; | ||
868 | foreach (float3 ff in cr.HullVertices) | ||
869 | { | ||
870 | verts[kk++] = ff; | ||
871 | } | ||
872 | |||
873 | // add to the array one hull's worth of data | ||
874 | convHulls[jj++] = cr.HullIndices.Count; | ||
875 | convHulls[jj++] = 0f; // centroid x,y,z | ||
876 | convHulls[jj++] = 0f; | ||
877 | convHulls[jj++] = 0f; | ||
878 | foreach (int ind in cr.HullIndices) | ||
879 | { | ||
880 | convHulls[jj++] = verts[ind].x; | ||
881 | convHulls[jj++] = verts[ind].y; | ||
882 | convHulls[jj++] = verts[ind].z; | ||
883 | } | ||
884 | } | ||
885 | // create the hull data structure in Bullet | ||
886 | newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); | ||
887 | } | ||
888 | } | 279 | } |
889 | newShape.shapeKey = newHullKey; | 280 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape); |
890 | } | 281 | } |
891 | 282 | return ret; | |
892 | return newShape; | ||
893 | } | ||
894 | |||
895 | // Callback from convex hull creater with a newly created hull. | ||
896 | // Just add it to our collection of hulls for this shape. | ||
897 | private void HullReturn(ConvexResult result) | ||
898 | { | ||
899 | m_hulls.Add(result); | ||
900 | return; | ||
901 | } | 283 | } |
902 | 284 | ||
903 | // Compound shapes are always built from scratch. | 285 | // Track another user of a body. |
904 | // This shouldn't be to bad since most of the parts will be meshes that had been built previously. | 286 | // We presume the caller has allocated the body. |
905 | private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | 287 | // Bodies only have one user so the body is just put into the world if not already there. |
288 | private void ReferenceBody(BulletBody body) | ||
906 | { | 289 | { |
907 | // Remove reference to the old shape | 290 | lock (m_collectionActivityLock) |
908 | // Don't need to do this as the shape is freed when the new root shape is created below. | 291 | { |
909 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | 292 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
910 | 293 | if (!m_physicsScene.PE.IsInWorld(m_physicsScene.World, body)) | |
911 | BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); | 294 | { |
912 | 295 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, body); | |
913 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | 296 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
914 | CreateGeomMeshOrHull(prim, shapeCallback); | 297 | } |
915 | PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity); | 298 | } |
916 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", | ||
917 | prim.LocalID, cShape, prim.PhysShape); | ||
918 | |||
919 | prim.PhysShape = cShape; | ||
920 | |||
921 | return true; | ||
922 | } | 299 | } |
923 | 300 | ||
924 | // Create a hash of all the shape parameters to be used as a key | 301 | // Release the usage of a body. |
925 | // for this particular shape. | 302 | // Called when releasing use of a BSBody. BSShape is handled separately. |
926 | public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | 303 | // Called in taint time. |
927 | { | 304 | public void DereferenceBody(BulletBody body, PhysicalDestructionCallback bodyCallback ) |
928 | // level of detail based on size and type of the object | ||
929 | float lod = BSParam.MeshLOD; | ||
930 | |||
931 | // prims with curvy internal cuts need higher lod | ||
932 | if (pbs.HollowShape == HollowShape.Circle) | ||
933 | lod = BSParam.MeshCircularLOD; | ||
934 | |||
935 | if (pbs.SculptEntry) | ||
936 | lod = BSParam.SculptLOD; | ||
937 | |||
938 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | ||
939 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | ||
940 | if (maxAxis > BSParam.MeshMegaPrimThreshold) | ||
941 | lod = BSParam.MeshMegaPrimLOD; | ||
942 | |||
943 | retLod = lod; | ||
944 | return pbs.GetMeshKey(size, lod); | ||
945 | } | ||
946 | // For those who don't want the LOD | ||
947 | public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) | ||
948 | { | 305 | { |
949 | float lod; | 306 | if (!body.HasPhysicalBody) |
950 | return ComputeShapeKey(size, pbs, out lod); | 307 | return; |
951 | } | ||
952 | 308 | ||
953 | // The creation of a mesh or hull can fail if an underlying asset is not available. | 309 | m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); |
954 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
955 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
956 | // The first case causes the asset to be fetched. The second case requires | ||
957 | // us to not loop forever. | ||
958 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
959 | // just return. | ||
960 | public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) | ||
961 | { | ||
962 | // If the shape was successfully created, nothing more to do | ||
963 | if (newShape.HasPhysicalShape) | ||
964 | return newShape; | ||
965 | 310 | ||
966 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been | 311 | lock (m_collectionActivityLock) |
967 | // fetched but we end up here again, the meshing of the asset must have failed. | ||
968 | // Prevent trying to keep fetching the mesh by declaring failure. | ||
969 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
970 | { | ||
971 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
972 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", | ||
973 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
974 | } | ||
975 | else | ||
976 | { | 312 | { |
977 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 313 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); |
978 | if (prim.BaseShape.SculptEntry | 314 | // If the caller needs to know the old body is going away, pass the event up. |
979 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 315 | if (bodyCallback != null) |
980 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 316 | bodyCallback(body, null); |
981 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
982 | ) | ||
983 | { | ||
984 | physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); | ||
985 | // Multiple requestors will know we're waiting for this asset | ||
986 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | ||
987 | |||
988 | BSPhysObject xprim = prim; | ||
989 | Util.FireAndForget(delegate | ||
990 | { | ||
991 | RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; | ||
992 | if (assetProvider != null) | ||
993 | { | ||
994 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
995 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
996 | { | ||
997 | bool assetFound = false; | ||
998 | string mismatchIDs = String.Empty; // DEBUG DEBUG | ||
999 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
1000 | { | ||
1001 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | ||
1002 | { | ||
1003 | yprim.BaseShape.SculptData = asset.Data; | ||
1004 | // This will cause the prim to see that the filler shape is not the right | ||
1005 | // one and try again to build the object. | ||
1006 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
1007 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | ||
1008 | assetFound = true; | ||
1009 | } | ||
1010 | else | ||
1011 | { | ||
1012 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | ||
1013 | } | ||
1014 | } | ||
1015 | if (assetFound) | ||
1016 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
1017 | else | ||
1018 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
1019 | physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | ||
1020 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | ||
1021 | 317 | ||
1022 | }); | 318 | // Removing an object not in the world is a NOOP |
1023 | } | 319 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, body); |
1024 | else | ||
1025 | { | ||
1026 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
1027 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | ||
1028 | LogHeader, physicsScene.Name); | ||
1029 | } | ||
1030 | }); | ||
1031 | } | ||
1032 | else | ||
1033 | { | ||
1034 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | ||
1035 | { | ||
1036 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | ||
1037 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
1038 | } | ||
1039 | } | ||
1040 | } | ||
1041 | 320 | ||
1042 | // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. | 321 | // Zero any reference to the shape so it is not freed when the body is deleted. |
1043 | BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | 322 | m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, body, null); |
1044 | physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); | ||
1045 | 323 | ||
1046 | return fillinShape; | 324 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, body); |
325 | } | ||
1047 | } | 326 | } |
1048 | 327 | ||
1049 | // Create a body object in Bullet. | 328 | // Create a body object in Bullet. |
1050 | // Updates prim.BSBody with the information about the new body if one is created. | 329 | // Updates prim.BSBody with the information about the new body if one is created. |
1051 | // Returns 'true' if an object was actually created. | 330 | // Returns 'true' if an object was actually created. |
1052 | // Called at taint-time. | 331 | // Called at taint-time. |
1053 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BodyDestructionCallback bodyCallback) | 332 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) |
1054 | { | 333 | { |
1055 | bool ret = false; | 334 | bool ret = false; |
1056 | 335 | ||
@@ -1061,7 +340,7 @@ public sealed class BSShapeCollection : IDisposable | |||
1061 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | 340 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
1062 | if (!mustRebuild) | 341 | if (!mustRebuild) |
1063 | { | 342 | { |
1064 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); | 343 | CollisionObjectTypes bodyType = (CollisionObjectTypes)m_physicsScene.PE.GetBodyType(prim.PhysBody); |
1065 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | 344 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY |
1066 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | 345 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) |
1067 | { | 346 | { |
@@ -1079,12 +358,12 @@ public sealed class BSShapeCollection : IDisposable | |||
1079 | BulletBody aBody; | 358 | BulletBody aBody; |
1080 | if (prim.IsSolid) | 359 | if (prim.IsSolid) |
1081 | { | 360 | { |
1082 | aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); | 361 | aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
1083 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); | 362 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); |
1084 | } | 363 | } |
1085 | else | 364 | else |
1086 | { | 365 | { |
1087 | aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); | 366 | aBody = m_physicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
1088 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); | 367 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); |
1089 | } | 368 | } |
1090 | 369 | ||
@@ -1098,46 +377,10 @@ public sealed class BSShapeCollection : IDisposable | |||
1098 | return ret; | 377 | return ret; |
1099 | } | 378 | } |
1100 | 379 | ||
1101 | private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) | ||
1102 | { | ||
1103 | bool ret = false; | ||
1104 | MeshDesc foundDesc = new MeshDesc(); | ||
1105 | foreach (MeshDesc md in Meshes.Values) | ||
1106 | { | ||
1107 | if (md.shape.ReferenceSame(shape)) | ||
1108 | { | ||
1109 | foundDesc = md; | ||
1110 | ret = true; | ||
1111 | break; | ||
1112 | } | ||
1113 | |||
1114 | } | ||
1115 | outDesc = foundDesc; | ||
1116 | return ret; | ||
1117 | } | ||
1118 | |||
1119 | private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) | ||
1120 | { | ||
1121 | bool ret = false; | ||
1122 | HullDesc foundDesc = new HullDesc(); | ||
1123 | foreach (HullDesc hd in Hulls.Values) | ||
1124 | { | ||
1125 | if (hd.shape.ReferenceSame(shape)) | ||
1126 | { | ||
1127 | foundDesc = hd; | ||
1128 | ret = true; | ||
1129 | break; | ||
1130 | } | ||
1131 | |||
1132 | } | ||
1133 | outDesc = foundDesc; | ||
1134 | return ret; | ||
1135 | } | ||
1136 | |||
1137 | private void DetailLog(string msg, params Object[] args) | 380 | private void DetailLog(string msg, params Object[] args) |
1138 | { | 381 | { |
1139 | if (PhysicsScene.PhysicsLogging.Enabled) | 382 | if (m_physicsScene.PhysicsLogging.Enabled) |
1140 | PhysicsScene.DetailLog(msg, args); | 383 | m_physicsScene.DetailLog(msg, args); |
1141 | } | 384 | } |
1142 | } | 385 | } |
1143 | } | 386 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index dd5ae1a..3e4ee5a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -31,6 +31,7 @@ using System.Text; | |||
31 | 31 | ||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
34 | 35 | ||
35 | using OMV = OpenMetaverse; | 36 | using OMV = OpenMetaverse; |
36 | 37 | ||
@@ -38,74 +39,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | { | 39 | { |
39 | public abstract class BSShape | 40 | public abstract class BSShape |
40 | { | 41 | { |
42 | private static string LogHeader = "[BULLETSIM SHAPE]"; | ||
43 | |||
41 | public int referenceCount { get; set; } | 44 | public int referenceCount { get; set; } |
42 | public DateTime lastReferenced { get; set; } | 45 | public DateTime lastReferenced { get; set; } |
43 | public BulletShape physShapeInfo { get; set; } | 46 | public BulletShape physShapeInfo { get; set; } |
44 | 47 | ||
45 | public BSShape() | 48 | public BSShape() |
46 | { | 49 | { |
47 | referenceCount = 0; | 50 | referenceCount = 1; |
48 | lastReferenced = DateTime.Now; | 51 | lastReferenced = DateTime.Now; |
49 | physShapeInfo = new BulletShape(); | 52 | physShapeInfo = new BulletShape(); |
50 | } | 53 | } |
51 | public BSShape(BulletShape pShape) | 54 | public BSShape(BulletShape pShape) |
52 | { | 55 | { |
53 | referenceCount = 0; | 56 | referenceCount = 1; |
54 | lastReferenced = DateTime.Now; | 57 | lastReferenced = DateTime.Now; |
55 | physShapeInfo = pShape; | 58 | physShapeInfo = pShape; |
56 | } | 59 | } |
57 | 60 | ||
58 | // Get a reference to a physical shape. Create if it doesn't exist | 61 | // Get another reference to this shape. |
59 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 62 | public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim); |
60 | { | ||
61 | BSShape ret = null; | ||
62 | |||
63 | if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
64 | { | ||
65 | // an avatar capsule is close to a native shape (it is not shared) | ||
66 | ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, | ||
67 | FixedShapeKey.KEY_CAPSULE); | ||
68 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); | ||
69 | } | ||
70 | |||
71 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
72 | // This isn't too great a hardship since most of the child shapes will have already been created. | ||
73 | if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
74 | { | ||
75 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | ||
76 | ret = BSShapeCompound.GetReference(prim); | ||
77 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); | ||
78 | } | ||
79 | |||
80 | // Avatars have their own unique shape | ||
81 | if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR) | ||
82 | { | ||
83 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | ||
84 | ret = BSShapeAvatar.GetReference(prim); | ||
85 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret); | ||
86 | } | ||
87 | |||
88 | if (ret == null) | ||
89 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); | ||
90 | |||
91 | return ret; | ||
92 | } | ||
93 | private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
94 | { | ||
95 | BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); | ||
96 | BSShapeHull.GetReference(physicsScene, forceRebuild, prim); | ||
97 | return null; | ||
98 | } | ||
99 | 63 | ||
100 | // Called when this shape is being used again. | 64 | // Called when this shape is being used again. |
101 | public virtual void IncrementReference() | 65 | // Used internally. External callers should call instance.GetReference() to properly copy/reference |
66 | // the shape. | ||
67 | protected virtual void IncrementReference() | ||
102 | { | 68 | { |
103 | referenceCount++; | 69 | referenceCount++; |
104 | lastReferenced = DateTime.Now; | 70 | lastReferenced = DateTime.Now; |
105 | } | 71 | } |
106 | 72 | ||
107 | // Called when this shape is being used again. | 73 | // Called when this shape is being used again. |
108 | public virtual void DecrementReference() | 74 | protected virtual void DecrementReference() |
109 | { | 75 | { |
110 | referenceCount--; | 76 | referenceCount--; |
111 | lastReferenced = DateTime.Now; | 77 | lastReferenced = DateTime.Now; |
@@ -114,22 +80,178 @@ public abstract class BSShape | |||
114 | // Release the use of a physical shape. | 80 | // Release the use of a physical shape. |
115 | public abstract void Dereference(BSScene physicsScene); | 81 | public abstract void Dereference(BSScene physicsScene); |
116 | 82 | ||
83 | // Return 'true' if there is an allocated physics physical shape under this class instance. | ||
84 | public virtual bool HasPhysicalShape | ||
85 | { | ||
86 | get | ||
87 | { | ||
88 | if (physShapeInfo != null) | ||
89 | return physShapeInfo.HasPhysicalShape; | ||
90 | return false; | ||
91 | } | ||
92 | } | ||
93 | public virtual BSPhysicsShapeType ShapeType | ||
94 | { | ||
95 | get | ||
96 | { | ||
97 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
98 | if (physShapeInfo != null && physShapeInfo.HasPhysicalShape) | ||
99 | ret = physShapeInfo.shapeType; | ||
100 | return ret; | ||
101 | } | ||
102 | } | ||
103 | |||
117 | // Returns a string for debugging that uniquily identifies the memory used by this instance | 104 | // Returns a string for debugging that uniquily identifies the memory used by this instance |
118 | public virtual string AddrString | 105 | public virtual string AddrString |
119 | { | 106 | { |
120 | get { return "unknown"; } | 107 | get |
108 | { | ||
109 | if (physShapeInfo != null) | ||
110 | return physShapeInfo.AddrString; | ||
111 | return "unknown"; | ||
112 | } | ||
121 | } | 113 | } |
122 | 114 | ||
123 | public override string ToString() | 115 | public override string ToString() |
124 | { | 116 | { |
125 | StringBuilder buff = new StringBuilder(); | 117 | StringBuilder buff = new StringBuilder(); |
126 | buff.Append("<p="); | 118 | if (physShapeInfo == null) |
127 | buff.Append(AddrString); | 119 | { |
120 | buff.Append(",noPhys"); | ||
121 | } | ||
122 | else | ||
123 | { | ||
124 | buff.Append(",phy="); | ||
125 | buff.Append(physShapeInfo.ToString()); | ||
126 | } | ||
128 | buff.Append(",c="); | 127 | buff.Append(",c="); |
129 | buff.Append(referenceCount.ToString()); | 128 | buff.Append(referenceCount.ToString()); |
130 | buff.Append(">"); | 129 | buff.Append(">"); |
131 | return buff.ToString(); | 130 | return buff.ToString(); |
132 | } | 131 | } |
132 | |||
133 | #region Common shape routines | ||
134 | // Create a hash of all the shape parameters to be used as a key for this particular shape. | ||
135 | public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | ||
136 | { | ||
137 | // level of detail based on size and type of the object | ||
138 | float lod = BSParam.MeshLOD; | ||
139 | if (pbs.SculptEntry) | ||
140 | lod = BSParam.SculptLOD; | ||
141 | |||
142 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | ||
143 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | ||
144 | if (maxAxis > BSParam.MeshMegaPrimThreshold) | ||
145 | lod = BSParam.MeshMegaPrimLOD; | ||
146 | |||
147 | retLod = lod; | ||
148 | return pbs.GetMeshKey(size, lod); | ||
149 | } | ||
150 | |||
151 | // The creation of a mesh or hull can fail if an underlying asset is not available. | ||
152 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
153 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
154 | // The first case causes the asset to be fetched. The second case requires | ||
155 | // us to not loop forever. | ||
156 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
157 | // just return. | ||
158 | public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) | ||
159 | { | ||
160 | // If the shape was successfully created, nothing more to do | ||
161 | if (newShape.HasPhysicalShape) | ||
162 | return newShape; | ||
163 | |||
164 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been | ||
165 | // fetched but we end up here again, the meshing of the asset must have failed. | ||
166 | // Prevent trying to keep fetching the mesh by declaring failure. | ||
167 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
168 | { | ||
169 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
170 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", | ||
171 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
172 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", | ||
173 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
174 | } | ||
175 | else | ||
176 | { | ||
177 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
178 | if (prim.BaseShape.SculptEntry | ||
179 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | ||
180 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | ||
181 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
182 | ) | ||
183 | { | ||
184 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}", | ||
185 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
186 | // Multiple requestors will know we're waiting for this asset | ||
187 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | ||
188 | |||
189 | BSPhysObject xprim = prim; | ||
190 | Util.FireAndForget(delegate | ||
191 | { | ||
192 | // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); | ||
193 | RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; | ||
194 | if (assetProvider != null) | ||
195 | { | ||
196 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
197 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
198 | { | ||
199 | // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); | ||
200 | bool assetFound = false; | ||
201 | string mismatchIDs = String.Empty; // DEBUG DEBUG | ||
202 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
203 | { | ||
204 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | ||
205 | { | ||
206 | yprim.BaseShape.SculptData = asset.Data; | ||
207 | // This will cause the prim to see that the filler shape is not the right | ||
208 | // one and try again to build the object. | ||
209 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
210 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
211 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | ||
212 | assetFound = true; | ||
213 | } | ||
214 | else | ||
215 | { | ||
216 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | ||
217 | } | ||
218 | } | ||
219 | if (!assetFound) | ||
220 | { | ||
221 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
222 | } | ||
223 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | ||
224 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | ||
225 | }); | ||
226 | } | ||
227 | else | ||
228 | { | ||
229 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
230 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | ||
231 | LogHeader, physicsScene.Name); | ||
232 | } | ||
233 | }); | ||
234 | } | ||
235 | else | ||
236 | { | ||
237 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | ||
238 | { | ||
239 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | ||
240 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
241 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", | ||
242 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
243 | } | ||
244 | } | ||
245 | } | ||
246 | |||
247 | // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. | ||
248 | BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
249 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID); | ||
250 | |||
251 | return fillShape.physShapeInfo; | ||
252 | } | ||
253 | |||
254 | #endregion // Common shape routines | ||
133 | } | 255 | } |
134 | 256 | ||
135 | // ============================================================================================================ | 257 | // ============================================================================================================ |
@@ -139,6 +261,7 @@ public class BSShapeNull : BSShape | |||
139 | { | 261 | { |
140 | } | 262 | } |
141 | public static BSShape GetReference() { return new BSShapeNull(); } | 263 | public static BSShape GetReference() { return new BSShapeNull(); } |
264 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); } | ||
142 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | 265 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } |
143 | } | 266 | } |
144 | 267 | ||
@@ -150,24 +273,34 @@ public class BSShapeNative : BSShape | |||
150 | { | 273 | { |
151 | } | 274 | } |
152 | 275 | ||
153 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | 276 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, |
154 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | 277 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) |
155 | { | 278 | { |
156 | // Native shapes are not shared and are always built anew. | 279 | // Native shapes are not shared and are always built anew. |
157 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); | 280 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); |
158 | } | 281 | } |
159 | 282 | ||
283 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
284 | { | ||
285 | // Native shapes are not shared so we return a new shape. | ||
286 | return new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, | ||
287 | physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey) ); | ||
288 | } | ||
289 | |||
160 | // Make this reference to the physical shape go away since native shapes are not shared. | 290 | // Make this reference to the physical shape go away since native shapes are not shared. |
161 | public override void Dereference(BSScene physicsScene) | 291 | public override void Dereference(BSScene physicsScene) |
162 | { | 292 | { |
163 | // Native shapes are not tracked and are released immediately | 293 | // Native shapes are not tracked and are released immediately |
164 | if (physShapeInfo.HasPhysicalShape) | 294 | lock (physShapeInfo) |
165 | { | 295 | { |
166 | physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | 296 | if (physShapeInfo.HasPhysicalShape) |
167 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | 297 | { |
298 | physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | ||
299 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | ||
300 | } | ||
301 | physShapeInfo.Clear(); | ||
302 | // Garbage collection will free up this instance. | ||
168 | } | 303 | } |
169 | physShapeInfo.Clear(); | ||
170 | // Garbage collection will free up this instance. | ||
171 | } | 304 | } |
172 | 305 | ||
173 | private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, | 306 | private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, |
@@ -197,7 +330,7 @@ public class BSShapeNative : BSShape | |||
197 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | 330 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", |
198 | LogHeader, prim.LocalID, shapeType); | 331 | LogHeader, prim.LocalID, shapeType); |
199 | } | 332 | } |
200 | newShape.type = shapeType; | 333 | newShape.shapeType = shapeType; |
201 | newShape.isNativeShape = true; | 334 | newShape.isNativeShape = true; |
202 | newShape.shapeKey = (UInt64)shapeKey; | 335 | newShape.shapeKey = (UInt64)shapeKey; |
203 | return newShape; | 336 | return newShape; |
@@ -209,7 +342,7 @@ public class BSShapeNative : BSShape | |||
209 | public class BSShapeMesh : BSShape | 342 | public class BSShapeMesh : BSShape |
210 | { | 343 | { |
211 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | 344 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; |
212 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | 345 | public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); |
213 | 346 | ||
214 | public BSShapeMesh(BulletShape pShape) : base(pShape) | 347 | public BSShapeMesh(BulletShape pShape) : base(pShape) |
215 | { | 348 | { |
@@ -217,12 +350,9 @@ public class BSShapeMesh : BSShape | |||
217 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 350 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
218 | { | 351 | { |
219 | float lod; | 352 | float lod; |
220 | System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | 353 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
221 | 354 | ||
222 | physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", | 355 | BSShapeMesh retMesh = null; |
223 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); | ||
224 | |||
225 | BSShapeMesh retMesh; | ||
226 | lock (Meshes) | 356 | lock (Meshes) |
227 | { | 357 | { |
228 | if (Meshes.TryGetValue(newMeshKey, out retMesh)) | 358 | if (Meshes.TryGetValue(newMeshKey, out retMesh)) |
@@ -232,39 +362,78 @@ public class BSShapeMesh : BSShape | |||
232 | } | 362 | } |
233 | else | 363 | else |
234 | { | 364 | { |
365 | retMesh = new BSShapeMesh(new BulletShape()); | ||
235 | // An instance of this mesh has not been created. Build and remember same. | 366 | // An instance of this mesh has not been created. Build and remember same. |
236 | BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); | 367 | BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); |
237 | // Take evasive action if the mesh was not constructed. | ||
238 | newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); | ||
239 | 368 | ||
240 | retMesh = new BSShapeMesh(newShape); | 369 | // Check to see if mesh was created (might require an asset). |
370 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
371 | if (!newShape.isNativeShape) | ||
372 | { | ||
373 | // If a mesh was what was created, remember the built shape for later sharing. | ||
374 | Meshes.Add(newMeshKey, retMesh); | ||
375 | } | ||
241 | 376 | ||
242 | Meshes.Add(newMeshKey, retMesh); | 377 | retMesh.physShapeInfo = newShape; |
243 | } | 378 | } |
244 | } | 379 | } |
380 | physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod); | ||
245 | return retMesh; | 381 | return retMesh; |
246 | } | 382 | } |
383 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
384 | { | ||
385 | // Another reference to this shape is just counted. | ||
386 | IncrementReference(); | ||
387 | return this; | ||
388 | } | ||
247 | public override void Dereference(BSScene physicsScene) | 389 | public override void Dereference(BSScene physicsScene) |
248 | { | 390 | { |
249 | lock (Meshes) | 391 | lock (Meshes) |
250 | { | 392 | { |
251 | this.DecrementReference(); | 393 | this.DecrementReference(); |
394 | physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
252 | // TODO: schedule aging and destruction of unused meshes. | 395 | // TODO: schedule aging and destruction of unused meshes. |
253 | } | 396 | } |
254 | } | 397 | } |
398 | // Loop through all the known meshes and return the description based on the physical address. | ||
399 | public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh) | ||
400 | { | ||
401 | bool ret = false; | ||
402 | BSShapeMesh foundDesc = null; | ||
403 | lock (Meshes) | ||
404 | { | ||
405 | foreach (BSShapeMesh sm in Meshes.Values) | ||
406 | { | ||
407 | if (sm.physShapeInfo.ReferenceSame(pShape)) | ||
408 | { | ||
409 | foundDesc = sm; | ||
410 | ret = true; | ||
411 | break; | ||
412 | } | ||
255 | 413 | ||
256 | private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | 414 | } |
415 | } | ||
416 | outMesh = foundDesc; | ||
417 | return ret; | ||
418 | } | ||
419 | private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
257 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 420 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
258 | { | 421 | { |
259 | BulletShape newShape = null; | 422 | BulletShape newShape = new BulletShape(); |
260 | 423 | ||
261 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | 424 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, |
262 | false, // say it is not physical so a bounding box is not built | 425 | false, // say it is not physical so a bounding box is not built |
263 | false // do not cache the mesh and do not use previously built versions | 426 | false // do not cache the mesh and do not use previously built versions |
264 | ); | 427 | ); |
265 | 428 | ||
266 | if (meshData != null) | 429 | if (meshData != null) |
267 | { | 430 | { |
431 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
432 | { | ||
433 | // Release the fetched asset data once it has been used. | ||
434 | pbs.SculptData = new byte[0]; | ||
435 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; | ||
436 | } | ||
268 | 437 | ||
269 | int[] indices = meshData.getIndexListAsInt(); | 438 | int[] indices = meshData.getIndexListAsInt(); |
270 | int realIndicesIndex = indices.Length; | 439 | int realIndicesIndex = indices.Length; |
@@ -302,8 +471,8 @@ public class BSShapeMesh : BSShape | |||
302 | } | 471 | } |
303 | } | 472 | } |
304 | } | 473 | } |
305 | physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", | 474 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}", |
306 | BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); | 475 | BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); |
307 | 476 | ||
308 | if (realIndicesIndex != 0) | 477 | if (realIndicesIndex != 0) |
309 | { | 478 | { |
@@ -326,17 +495,239 @@ public class BSShapeMesh : BSShape | |||
326 | public class BSShapeHull : BSShape | 495 | public class BSShapeHull : BSShape |
327 | { | 496 | { |
328 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | 497 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; |
329 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | 498 | public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); |
330 | 499 | ||
331 | public BSShapeHull(BulletShape pShape) : base(pShape) | 500 | public BSShapeHull(BulletShape pShape) : base(pShape) |
332 | { | 501 | { |
333 | } | 502 | } |
334 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 503 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
335 | { | 504 | { |
336 | return new BSShapeNull(); | 505 | float lod; |
506 | System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
507 | |||
508 | BSShapeHull retHull = null; | ||
509 | lock (Hulls) | ||
510 | { | ||
511 | if (Hulls.TryGetValue(newHullKey, out retHull)) | ||
512 | { | ||
513 | // The mesh has already been created. Return a new reference to same. | ||
514 | retHull.IncrementReference(); | ||
515 | } | ||
516 | else | ||
517 | { | ||
518 | retHull = new BSShapeHull(new BulletShape()); | ||
519 | // An instance of this mesh has not been created. Build and remember same. | ||
520 | BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); | ||
521 | |||
522 | // Check to see if hull was created (might require an asset). | ||
523 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
524 | if (!newShape.isNativeShape) | ||
525 | { | ||
526 | // If a mesh was what was created, remember the built shape for later sharing. | ||
527 | Hulls.Add(newHullKey, retHull); | ||
528 | } | ||
529 | retHull.physShapeInfo = newShape; | ||
530 | } | ||
531 | } | ||
532 | physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod); | ||
533 | return retHull; | ||
534 | } | ||
535 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
536 | { | ||
537 | // Another reference to this shape is just counted. | ||
538 | IncrementReference(); | ||
539 | return this; | ||
337 | } | 540 | } |
338 | public override void Dereference(BSScene physicsScene) | 541 | public override void Dereference(BSScene physicsScene) |
339 | { | 542 | { |
543 | lock (Hulls) | ||
544 | { | ||
545 | this.DecrementReference(); | ||
546 | physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
547 | // TODO: schedule aging and destruction of unused meshes. | ||
548 | } | ||
549 | } | ||
550 | List<ConvexResult> m_hulls; | ||
551 | private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, | ||
552 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
553 | { | ||
554 | BulletShape newShape = new BulletShape(); | ||
555 | IntPtr hullPtr = IntPtr.Zero; | ||
556 | |||
557 | if (BSParam.ShouldUseBulletHACD) | ||
558 | { | ||
559 | // Build the hull shape from an existing mesh shape. | ||
560 | // The mesh should have already been created in Bullet. | ||
561 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); | ||
562 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); | ||
563 | |||
564 | if (meshShape.physShapeInfo.HasPhysicalShape) | ||
565 | { | ||
566 | HACDParams parms; | ||
567 | parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; | ||
568 | parms.minClusters = BSParam.BHullMinClusters; | ||
569 | parms.compacityWeight = BSParam.BHullCompacityWeight; | ||
570 | parms.volumeWeight = BSParam.BHullVolumeWeight; | ||
571 | parms.concavity = BSParam.BHullConcavity; | ||
572 | parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); | ||
573 | parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); | ||
574 | parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); | ||
575 | parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); | ||
576 | |||
577 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | ||
578 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); | ||
579 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
580 | |||
581 | // Now done with the mesh shape. | ||
582 | meshShape.Dereference(physicsScene); | ||
583 | } | ||
584 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
585 | } | ||
586 | if (!newShape.HasPhysicalShape) | ||
587 | { | ||
588 | // Build a new hull in the physical world using the C# HACD algorigthm. | ||
589 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | ||
590 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
591 | if (meshData != null) | ||
592 | { | ||
593 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
594 | { | ||
595 | // Release the fetched asset data once it has been used. | ||
596 | pbs.SculptData = new byte[0]; | ||
597 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; | ||
598 | } | ||
599 | |||
600 | int[] indices = meshData.getIndexListAsInt(); | ||
601 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
602 | |||
603 | //format conversion from IMesh format to DecompDesc format | ||
604 | List<int> convIndices = new List<int>(); | ||
605 | List<float3> convVertices = new List<float3>(); | ||
606 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
607 | { | ||
608 | convIndices.Add(indices[ii]); | ||
609 | } | ||
610 | foreach (OMV.Vector3 vv in vertices) | ||
611 | { | ||
612 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
613 | } | ||
614 | |||
615 | uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; | ||
616 | if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) | ||
617 | { | ||
618 | // Simple primitive shapes we know are convex so they are better implemented with | ||
619 | // fewer hulls. | ||
620 | // Check for simple shape (prim without cuts) and reduce split parameter if so. | ||
621 | if (BSShapeCollection.PrimHasNoCuts(pbs)) | ||
622 | { | ||
623 | maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; | ||
624 | } | ||
625 | } | ||
626 | |||
627 | // setup and do convex hull conversion | ||
628 | m_hulls = new List<ConvexResult>(); | ||
629 | DecompDesc dcomp = new DecompDesc(); | ||
630 | dcomp.mIndices = convIndices; | ||
631 | dcomp.mVertices = convVertices; | ||
632 | dcomp.mDepth = maxDepthSplit; | ||
633 | dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; | ||
634 | dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; | ||
635 | dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; | ||
636 | dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; | ||
637 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
638 | // create the hull into the _hulls variable | ||
639 | convexBuilder.process(dcomp); | ||
640 | |||
641 | physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", | ||
642 | BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); | ||
643 | |||
644 | // Convert the vertices and indices for passing to unmanaged. | ||
645 | // The hull information is passed as a large floating point array. | ||
646 | // The format is: | ||
647 | // convHulls[0] = number of hulls | ||
648 | // convHulls[1] = number of vertices in first hull | ||
649 | // convHulls[2] = hull centroid X coordinate | ||
650 | // convHulls[3] = hull centroid Y coordinate | ||
651 | // convHulls[4] = hull centroid Z coordinate | ||
652 | // convHulls[5] = first hull vertex X | ||
653 | // convHulls[6] = first hull vertex Y | ||
654 | // convHulls[7] = first hull vertex Z | ||
655 | // convHulls[8] = second hull vertex X | ||
656 | // ... | ||
657 | // convHulls[n] = number of vertices in second hull | ||
658 | // convHulls[n+1] = second hull centroid X coordinate | ||
659 | // ... | ||
660 | // | ||
661 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
662 | // data structures that do not need to be converted in order to pass to Bullet. | ||
663 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
664 | int hullCount = m_hulls.Count; | ||
665 | int totalVertices = 1; // include one for the count of the hulls | ||
666 | foreach (ConvexResult cr in m_hulls) | ||
667 | { | ||
668 | totalVertices += 4; // add four for the vertex count and centroid | ||
669 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
670 | } | ||
671 | float[] convHulls = new float[totalVertices]; | ||
672 | |||
673 | convHulls[0] = (float)hullCount; | ||
674 | int jj = 1; | ||
675 | foreach (ConvexResult cr in m_hulls) | ||
676 | { | ||
677 | // copy vertices for index access | ||
678 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
679 | int kk = 0; | ||
680 | foreach (float3 ff in cr.HullVertices) | ||
681 | { | ||
682 | verts[kk++] = ff; | ||
683 | } | ||
684 | |||
685 | // add to the array one hull's worth of data | ||
686 | convHulls[jj++] = cr.HullIndices.Count; | ||
687 | convHulls[jj++] = 0f; // centroid x,y,z | ||
688 | convHulls[jj++] = 0f; | ||
689 | convHulls[jj++] = 0f; | ||
690 | foreach (int ind in cr.HullIndices) | ||
691 | { | ||
692 | convHulls[jj++] = verts[ind].x; | ||
693 | convHulls[jj++] = verts[ind].y; | ||
694 | convHulls[jj++] = verts[ind].z; | ||
695 | } | ||
696 | } | ||
697 | // create the hull data structure in Bullet | ||
698 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
699 | } | ||
700 | newShape.shapeKey = newHullKey; | ||
701 | } | ||
702 | return newShape; | ||
703 | } | ||
704 | // Callback from convex hull creater with a newly created hull. | ||
705 | // Just add it to our collection of hulls for this shape. | ||
706 | private void HullReturn(ConvexResult result) | ||
707 | { | ||
708 | m_hulls.Add(result); | ||
709 | return; | ||
710 | } | ||
711 | // Loop through all the known hulls and return the description based on the physical address. | ||
712 | public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull) | ||
713 | { | ||
714 | bool ret = false; | ||
715 | BSShapeHull foundDesc = null; | ||
716 | lock (Hulls) | ||
717 | { | ||
718 | foreach (BSShapeHull sh in Hulls.Values) | ||
719 | { | ||
720 | if (sh.physShapeInfo.ReferenceSame(pShape)) | ||
721 | { | ||
722 | foundDesc = sh; | ||
723 | ret = true; | ||
724 | break; | ||
725 | } | ||
726 | |||
727 | } | ||
728 | } | ||
729 | outHull = foundDesc; | ||
730 | return ret; | ||
340 | } | 731 | } |
341 | } | 732 | } |
342 | 733 | ||
@@ -344,14 +735,169 @@ public class BSShapeHull : BSShape | |||
344 | public class BSShapeCompound : BSShape | 735 | public class BSShapeCompound : BSShape |
345 | { | 736 | { |
346 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | 737 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; |
347 | public BSShapeCompound() : base() | 738 | public BSShapeCompound(BulletShape pShape) : base(pShape) |
348 | { | 739 | { |
349 | } | 740 | } |
350 | public static BSShape GetReference(BSPhysObject prim) | 741 | public static BSShape GetReference(BSScene physicsScene) |
351 | { | 742 | { |
352 | return new BSShapeNull(); | 743 | // Base compound shapes are not shared so this returns a raw shape. |
744 | // A built compound shape can be reused in linksets. | ||
745 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); | ||
746 | } | ||
747 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | ||
748 | { | ||
749 | // Calling this reference means we want another handle to an existing compound shape | ||
750 | // (usually linksets) so return this copy. | ||
751 | IncrementReference(); | ||
752 | return this; | ||
753 | } | ||
754 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
755 | public override void Dereference(BSScene physicsScene) | ||
756 | { | ||
757 | lock (physShapeInfo) | ||
758 | { | ||
759 | this.DecrementReference(); | ||
760 | physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
761 | if (referenceCount <= 0) | ||
762 | { | ||
763 | if (!physicsScene.PE.IsCompound(physShapeInfo)) | ||
764 | { | ||
765 | // Failed the sanity check!! | ||
766 | physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
767 | LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); | ||
768 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
769 | BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); | ||
770 | return; | ||
771 | } | ||
772 | |||
773 | int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); | ||
774 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", | ||
775 | BSScene.DetailLogZero, physShapeInfo, numChildren); | ||
776 | |||
777 | // Loop through all the children dereferencing each. | ||
778 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
779 | { | ||
780 | BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); | ||
781 | DereferenceAnonCollisionShape(physicsScene, childShape); | ||
782 | } | ||
783 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | ||
784 | } | ||
785 | } | ||
786 | } | ||
787 | private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) | ||
788 | { | ||
789 | BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); | ||
790 | return cShape; | ||
791 | } | ||
792 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | ||
793 | // Figure out type and call the correct dereference routine. | ||
794 | // Called at taint-time. | ||
795 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) | ||
796 | { | ||
797 | BSShapeMesh meshDesc; | ||
798 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) | ||
799 | { | ||
800 | meshDesc.Dereference(physicsScene); | ||
801 | } | ||
802 | else | ||
803 | { | ||
804 | BSShapeHull hullDesc; | ||
805 | if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) | ||
806 | { | ||
807 | hullDesc.Dereference(physicsScene); | ||
808 | } | ||
809 | else | ||
810 | { | ||
811 | if (physicsScene.PE.IsCompound(pShape)) | ||
812 | { | ||
813 | BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); | ||
814 | recursiveCompound.Dereference(physicsScene); | ||
815 | } | ||
816 | else | ||
817 | { | ||
818 | if (physicsScene.PE.IsNativeShape(pShape)) | ||
819 | { | ||
820 | BSShapeNative nativeShape = new BSShapeNative(pShape); | ||
821 | nativeShape.Dereference(physicsScene); | ||
822 | } | ||
823 | } | ||
824 | } | ||
825 | } | ||
826 | } | ||
827 | } | ||
828 | |||
829 | // ============================================================================================================ | ||
830 | public class BSShapeConvexHull : BSShape | ||
831 | { | ||
832 | private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]"; | ||
833 | public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>(); | ||
834 | |||
835 | public BSShapeConvexHull(BulletShape pShape) : base(pShape) | ||
836 | { | ||
837 | } | ||
838 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
839 | { | ||
840 | float lod; | ||
841 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
842 | |||
843 | physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", | ||
844 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); | ||
845 | |||
846 | BSShapeConvexHull retConvexHull = null; | ||
847 | lock (ConvexHulls) | ||
848 | { | ||
849 | if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull)) | ||
850 | { | ||
851 | // The mesh has already been created. Return a new reference to same. | ||
852 | retConvexHull.IncrementReference(); | ||
853 | } | ||
854 | else | ||
855 | { | ||
856 | retConvexHull = new BSShapeConvexHull(new BulletShape()); | ||
857 | BulletShape convexShape = null; | ||
858 | |||
859 | // Get a handle to a mesh to build the hull from | ||
860 | BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim); | ||
861 | if (baseMesh.physShapeInfo.isNativeShape) | ||
862 | { | ||
863 | // We get here if the mesh was not creatable. Could be waiting for an asset from the disk. | ||
864 | // In the short term, we return the native shape and a later ForceBodyShapeRebuild should | ||
865 | // get back to this code with a buildable mesh. | ||
866 | // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed? | ||
867 | convexShape = baseMesh.physShapeInfo; | ||
868 | } | ||
869 | else | ||
870 | { | ||
871 | convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); | ||
872 | convexShape.shapeKey = newMeshKey; | ||
873 | ConvexHulls.Add(convexShape.shapeKey, retConvexHull); | ||
874 | } | ||
875 | |||
876 | // Done with the base mesh | ||
877 | baseMesh.Dereference(physicsScene); | ||
878 | |||
879 | retConvexHull.physShapeInfo = convexShape; | ||
880 | } | ||
881 | } | ||
882 | return retConvexHull; | ||
883 | } | ||
884 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | ||
885 | { | ||
886 | // Calling this reference means we want another handle to an existing shape | ||
887 | // (usually linksets) so return this copy. | ||
888 | IncrementReference(); | ||
889 | return this; | ||
890 | } | ||
891 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
892 | public override void Dereference(BSScene physicsScene) | ||
893 | { | ||
894 | lock (ConvexHulls) | ||
895 | { | ||
896 | this.DecrementReference(); | ||
897 | physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
898 | // TODO: schedule aging and destruction of unused meshes. | ||
899 | } | ||
353 | } | 900 | } |
354 | public override void Dereference(BSScene physicsScene) { } | ||
355 | } | 901 | } |
356 | 902 | ||
357 | // ============================================================================================================ | 903 | // ============================================================================================================ |
@@ -361,8 +907,12 @@ public class BSShapeAvatar : BSShape | |||
361 | public BSShapeAvatar() : base() | 907 | public BSShapeAvatar() : base() |
362 | { | 908 | { |
363 | } | 909 | } |
364 | public static BSShape GetReference(BSPhysObject prim) | 910 | public static BSShape GetReference(BSPhysObject prim) |
365 | { | 911 | { |
912 | return new BSShapeNull(); | ||
913 | } | ||
914 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
915 | { | ||
366 | return new BSShapeNull(); | 916 | return new BSShapeNull(); |
367 | } | 917 | } |
368 | public override void Dereference(BSScene physicsScene) { } | 918 | public override void Dereference(BSScene physicsScene) { } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index e4fecc3..c7deb4e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
68 | 68 | ||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | 69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z |
70 | // are the high and low points of the heightmap). | 70 | // are the high and low points of the heightmap). |
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
72 | Vector3 minCoords, Vector3 maxCoords) | 72 | Vector3 minCoords, Vector3 maxCoords) |
73 | : base(physicsScene, regionBase, id) | 73 | : base(physicsScene, regionBase, id) |
74 | { | 74 | { |
@@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
92 | private void BuildHeightmapTerrain() | 92 | private void BuildHeightmapTerrain() |
93 | { | 93 | { |
94 | // Create the terrain shape from the mapInfo | 94 | // Create the terrain shape from the mapInfo |
95 | m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, | 95 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, | 96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); | 97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); |
98 | 98 | ||
@@ -103,26 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | 104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
105 | 105 | ||
106 | m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, | 106 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
107 | m_mapInfo.ID, centerPos, Quaternion.Identity); | 107 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
108 | 108 | ||
109 | // Set current terrain attributes | 109 | // Set current terrain attributes |
110 | PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); | 110 | m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
111 | PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); | 111 | m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
112 | PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); | 112 | m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
113 | PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 113 | m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
114 | 114 | ||
115 | // Return the new terrain to the world of physical objects | 115 | // Return the new terrain to the world of physical objects |
116 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 116 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
117 | 117 | ||
118 | // redo its bounding box now that it is in the world | 118 | // redo its bounding box now that it is in the world |
119 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); | 119 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); |
120 | 120 | ||
121 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | 121 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; |
122 | m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); | 122 | m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene); |
123 | 123 | ||
124 | // Make it so the terrain will not move or be considered for movement. | 124 | // Make it so the terrain will not move or be considered for movement. |
125 | PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); | 125 | m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
126 | 126 | ||
127 | return; | 127 | return; |
128 | } | 128 | } |
@@ -134,9 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
134 | { | 134 | { |
135 | if (m_mapInfo.terrainBody.HasPhysicalBody) | 135 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
136 | { | 136 | { |
137 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 137 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
138 | // Frees both the body and the shape. | 138 | // Frees both the body and the shape. |
139 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); | 139 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); |
140 | } | 140 | } |
141 | } | 141 | } |
142 | m_mapInfo = null; | 142 | m_mapInfo = null; |
@@ -155,7 +155,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
155 | catch | 155 | catch |
156 | { | 156 | { |
157 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 157 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
158 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | 158 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
159 | LogHeader, m_mapInfo.terrainRegionBase, pos); | 159 | LogHeader, m_mapInfo.terrainRegionBase, pos); |
160 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | 160 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
161 | } | 161 | } |
@@ -165,7 +165,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
165 | // The passed position is relative to the base of the region. | 165 | // The passed position is relative to the base of the region. |
166 | public override float GetWaterLevelAtXYZ(Vector3 pos) | 166 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
167 | { | 167 | { |
168 | return PhysicsScene.SimpleWaterLevel; | 168 | return m_physicsScene.SimpleWaterLevel; |
169 | } | 169 | } |
170 | } | 170 | } |
171 | } | 171 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 5240ad8..c4807c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -50,14 +50,14 @@ public abstract class BSTerrainPhys : IDisposable | |||
50 | Mesh = 1 | 50 | Mesh = 1 |
51 | } | 51 | } |
52 | 52 | ||
53 | public BSScene PhysicsScene { get; private set; } | 53 | protected BSScene m_physicsScene { get; private set; } |
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | 54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. |
55 | public Vector3 TerrainBase { get; private set; } | 55 | public Vector3 TerrainBase { get; private set; } |
56 | public uint ID { get; private set; } | 56 | public uint ID { get; private set; } |
57 | 57 | ||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | 58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) |
59 | { | 59 | { |
60 | PhysicsScene = physicsScene; | 60 | m_physicsScene = physicsScene; |
61 | TerrainBase = regionBase; | 61 | TerrainBase = regionBase; |
62 | ID = id; | 62 | ID = id; |
63 | } | 63 | } |
@@ -86,7 +86,7 @@ public sealed class BSTerrainManager : IDisposable | |||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
87 | 87 | ||
88 | // The scene that I am part of | 88 | // The scene that I am part of |
89 | private BSScene PhysicsScene { get; set; } | 89 | private BSScene m_physicsScene { get; set; } |
90 | 90 | ||
91 | // The ground plane created to keep thing from falling to infinity. | 91 | // The ground plane created to keep thing from falling to infinity. |
92 | private BulletBody m_groundPlane; | 92 | private BulletBody m_groundPlane; |
@@ -113,7 +113,7 @@ public sealed class BSTerrainManager : IDisposable | |||
113 | 113 | ||
114 | public BSTerrainManager(BSScene physicsScene) | 114 | public BSTerrainManager(BSScene physicsScene) |
115 | { | 115 | { |
116 | PhysicsScene = physicsScene; | 116 | m_physicsScene = physicsScene; |
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | 117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); |
118 | 118 | ||
119 | // Assume one region of default size | 119 | // Assume one region of default size |
@@ -132,21 +132,21 @@ public sealed class BSTerrainManager : IDisposable | |||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
133 | public void CreateInitialGroundPlaneAndTerrain() | 133 | public void CreateInitialGroundPlaneAndTerrain() |
134 | { | 134 | { |
135 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); | 135 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); |
136 | // The ground plane is here to catch things that are trying to drop to negative infinity | 136 | // The ground plane is here to catch things that are trying to drop to negative infinity |
137 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | 137 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
138 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | 138 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
139 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); | 139 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); |
140 | 140 | ||
141 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); | 141 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); |
142 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); | 142 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); |
143 | // Ground plane does not move | 143 | // Ground plane does not move |
144 | PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | 144 | m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); |
145 | // Everything collides with the ground plane. | 145 | // Everything collides with the ground plane. |
146 | m_groundPlane.collisionType = CollisionType.Groundplane; | 146 | m_groundPlane.collisionType = CollisionType.Groundplane; |
147 | m_groundPlane.ApplyCollisionMask(PhysicsScene); | 147 | m_groundPlane.ApplyCollisionMask(m_physicsScene); |
148 | 148 | ||
149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | 149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); |
150 | lock (m_terrains) | 150 | lock (m_terrains) |
151 | { | 151 | { |
152 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | 152 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. |
@@ -157,12 +157,12 @@ public sealed class BSTerrainManager : IDisposable | |||
157 | // Release all the terrain structures we might have allocated | 157 | // Release all the terrain structures we might have allocated |
158 | public void ReleaseGroundPlaneAndTerrain() | 158 | public void ReleaseGroundPlaneAndTerrain() |
159 | { | 159 | { |
160 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); | 160 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); |
161 | if (m_groundPlane.HasPhysicalBody) | 161 | if (m_groundPlane.HasPhysicalBody) |
162 | { | 162 | { |
163 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) | 163 | if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) |
164 | { | 164 | { |
165 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); | 165 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); |
166 | } | 166 | } |
167 | m_groundPlane.Clear(); | 167 | m_groundPlane.Clear(); |
168 | } | 168 | } |
@@ -188,7 +188,7 @@ public sealed class BSTerrainManager : IDisposable | |||
188 | float[] localHeightMap = heightMap; | 188 | float[] localHeightMap = heightMap; |
189 | // If there are multiple requests for changes to the same terrain between ticks, | 189 | // If there are multiple requests for changes to the same terrain between ticks, |
190 | // only do that last one. | 190 | // only do that last one. |
191 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | 191 | m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() |
192 | { | 192 | { |
193 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | 193 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) |
194 | { | 194 | { |
@@ -219,7 +219,7 @@ public sealed class BSTerrainManager : IDisposable | |||
219 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | 219 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
220 | { | 220 | { |
221 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. | 221 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. |
222 | PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() | 222 | m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() |
223 | { | 223 | { |
224 | UpdateTerrain(id, heightMap, minCoords, maxCoords); | 224 | UpdateTerrain(id, heightMap, minCoords, maxCoords); |
225 | }); | 225 | }); |
@@ -318,26 +318,26 @@ public sealed class BSTerrainManager : IDisposable | |||
318 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | 318 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
319 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | 319 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
320 | { | 320 | { |
321 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | 321 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
322 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | 322 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, |
323 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | 323 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); |
324 | BSTerrainPhys newTerrainPhys = null; | 324 | BSTerrainPhys newTerrainPhys = null; |
325 | switch ((int)BSParam.TerrainImplementation) | 325 | switch ((int)BSParam.TerrainImplementation) |
326 | { | 326 | { |
327 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | 327 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: |
328 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | 328 | newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, |
329 | heightMap, minCoords, maxCoords); | 329 | heightMap, minCoords, maxCoords); |
330 | break; | 330 | break; |
331 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | 331 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: |
332 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | 332 | newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, |
333 | heightMap, minCoords, maxCoords); | 333 | heightMap, minCoords, maxCoords); |
334 | break; | 334 | break; |
335 | default: | 335 | default: |
336 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | 336 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", |
337 | LogHeader, | 337 | LogHeader, |
338 | (int)BSParam.TerrainImplementation, | 338 | (int)BSParam.TerrainImplementation, |
339 | BSParam.TerrainImplementation, | 339 | BSParam.TerrainImplementation, |
340 | PhysicsScene.RegionName, terrainRegionBase); | 340 | m_physicsScene.RegionName, terrainRegionBase); |
341 | break; | 341 | break; |
342 | } | 342 | } |
343 | return newTerrainPhys; | 343 | return newTerrainPhys; |
@@ -429,8 +429,8 @@ public sealed class BSTerrainManager : IDisposable | |||
429 | } | 429 | } |
430 | else | 430 | else |
431 | { | 431 | { |
432 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 432 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
433 | LogHeader, PhysicsScene.RegionName, tX, tY); | 433 | LogHeader, m_physicsScene.RegionName, tX, tY); |
434 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | 434 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", |
435 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | 435 | BSScene.DetailLogZero, pos, terrainBaseXYZ); |
436 | } | 436 | } |
@@ -451,8 +451,8 @@ public sealed class BSTerrainManager : IDisposable | |||
451 | } | 451 | } |
452 | else | 452 | else |
453 | { | 453 | { |
454 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | 454 | m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", |
455 | LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); | 455 | LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); |
456 | } | 456 | } |
457 | return ret; | 457 | return ret; |
458 | } | 458 | } |
@@ -564,7 +564,7 @@ public sealed class BSTerrainManager : IDisposable | |||
564 | 564 | ||
565 | private void DetailLog(string msg, params Object[] args) | 565 | private void DetailLog(string msg, params Object[] args) |
566 | { | 566 | { |
567 | PhysicsScene.PhysicsLogging.Write(msg, args); | 567 | m_physicsScene.PhysicsLogging.Write(msg, args); |
568 | } | 568 | } |
569 | } | 569 | } |
570 | } | 570 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 2ce1513..e4ca098 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
51 | BulletShape m_terrainShape; | 51 | BulletShape m_terrainShape; |
52 | BulletBody m_terrainBody; | 52 | BulletBody m_terrainBody; |
53 | 53 | ||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | 54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
55 | : base(physicsScene, regionBase, id) | 55 | : base(physicsScene, regionBase, id) |
56 | { | 56 | { |
57 | } | 57 | } |
@@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
62 | } | 62 | } |
63 | 63 | ||
64 | // Create terrain mesh from a heightmap. | 64 | // Create terrain mesh from a heightmap. |
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
66 | Vector3 minCoords, Vector3 maxCoords) | 66 | Vector3 minCoords, Vector3 maxCoords) |
67 | : base(physicsScene, regionBase, id) | 67 | : base(physicsScene, regionBase, id) |
68 | { | 68 | { |
@@ -80,7 +80,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
80 | if (BSParam.TerrainMeshMagnification == 1) | 80 | if (BSParam.TerrainMeshMagnification == 1) |
81 | { | 81 | { |
82 | // If a magnification of one, use the old routine that is tried and true. | 82 | // If a magnification of one, use the old routine that is tried and true. |
83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, | 83 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, |
84 | initialMap, m_sizeX, m_sizeY, // input size | 84 | initialMap, m_sizeX, m_sizeY, // input size |
85 | Vector3.Zero, // base for mesh | 85 | Vector3.Zero, // base for mesh |
86 | out indicesCount, out indices, out verticesCount, out vertices); | 86 | out indicesCount, out indices, out verticesCount, out vertices); |
@@ -88,7 +88,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
88 | else | 88 | else |
89 | { | 89 | { |
90 | // Other magnifications use the newer routine | 90 | // Other magnifications use the newer routine |
91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, | 91 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, |
92 | initialMap, m_sizeX, m_sizeY, // input size | 92 | initialMap, m_sizeX, m_sizeY, // input size |
93 | BSParam.TerrainMeshMagnification, | 93 | BSParam.TerrainMeshMagnification, |
94 | physicsScene.TerrainManager.DefaultRegionSize, | 94 | physicsScene.TerrainManager.DefaultRegionSize, |
@@ -98,21 +98,21 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
98 | if (!meshCreationSuccess) | 98 | if (!meshCreationSuccess) |
99 | { | 99 | { |
100 | // DISASTER!! | 100 | // DISASTER!! |
101 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); | 101 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); |
102 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | 102 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); |
103 | // Something is very messed up and a crash is in our future. | 103 | // Something is very messed up and a crash is in our future. |
104 | return; | 104 | return; |
105 | } | 105 | } |
106 | 106 | ||
107 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | 107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | 108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
109 | 109 | ||
110 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); | 110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); |
111 | if (!m_terrainShape.HasPhysicalShape) | 111 | if (!m_terrainShape.HasPhysicalShape) |
112 | { | 112 | { |
113 | // DISASTER!! | 113 | // DISASTER!! |
114 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); | 114 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); |
115 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | 115 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); |
116 | // Something is very messed up and a crash is in our future. | 116 | // Something is very messed up and a crash is in our future. |
117 | return; | 117 | return; |
118 | } | 118 | } |
@@ -120,52 +120,52 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
120 | Vector3 pos = regionBase; | 120 | Vector3 pos = regionBase; |
121 | Quaternion rot = Quaternion.Identity; | 121 | Quaternion rot = Quaternion.Identity; |
122 | 122 | ||
123 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | 123 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); |
124 | if (!m_terrainBody.HasPhysicalBody) | 124 | if (!m_terrainBody.HasPhysicalBody) |
125 | { | 125 | { |
126 | // DISASTER!! | 126 | // DISASTER!! |
127 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | 127 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); |
128 | // Something is very messed up and a crash is in our future. | 128 | // Something is very messed up and a crash is in our future. |
129 | return; | 129 | return; |
130 | } | 130 | } |
131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | 131 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); |
132 | 132 | ||
133 | // Set current terrain attributes | 133 | // Set current terrain attributes |
134 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | 134 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
135 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | 135 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
136 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | 136 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
137 | PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | 137 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); |
138 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 138 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
139 | 139 | ||
140 | // Static objects are not very massive. | 140 | // Static objects are not very massive. |
141 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | 141 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
142 | 142 | ||
143 | // Put the new terrain to the world of physical objects | 143 | // Put the new terrain to the world of physical objects |
144 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); | 144 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); |
145 | 145 | ||
146 | // Redo its bounding box now that it is in the world | 146 | // Redo its bounding box now that it is in the world |
147 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); | 147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); |
148 | 148 | ||
149 | m_terrainBody.collisionType = CollisionType.Terrain; | 149 | m_terrainBody.collisionType = CollisionType.Terrain; |
150 | m_terrainBody.ApplyCollisionMask(PhysicsScene); | 150 | m_terrainBody.ApplyCollisionMask(m_physicsScene); |
151 | 151 | ||
152 | if (BSParam.UseSingleSidedMeshes) | 152 | if (BSParam.UseSingleSidedMeshes) |
153 | { | 153 | { |
154 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | 154 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); |
155 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | 155 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); |
156 | } | 156 | } |
157 | 157 | ||
158 | // Make it so the terrain will not move or be considered for movement. | 158 | // Make it so the terrain will not move or be considered for movement. |
159 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | 159 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
160 | } | 160 | } |
161 | 161 | ||
162 | public override void Dispose() | 162 | public override void Dispose() |
163 | { | 163 | { |
164 | if (m_terrainBody.HasPhysicalBody) | 164 | if (m_terrainBody.HasPhysicalBody) |
165 | { | 165 | { |
166 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); | 166 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); |
167 | // Frees both the body and the shape. | 167 | // Frees both the body and the shape. |
168 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); | 168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); |
169 | m_terrainBody.Clear(); | 169 | m_terrainBody.Clear(); |
170 | m_terrainShape.Clear(); | 170 | m_terrainShape.Clear(); |
171 | } | 171 | } |
@@ -185,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
185 | catch | 185 | catch |
186 | { | 186 | { |
187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 187 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
188 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | 188 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
189 | LogHeader, TerrainBase, pos); | 189 | LogHeader, TerrainBase, pos); |
190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | 190 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
191 | } | 191 | } |
@@ -195,7 +195,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
195 | // The passed position is relative to the base of the region. | 195 | // The passed position is relative to the base of the region. |
196 | public override float GetWaterLevelAtXYZ(Vector3 pos) | 196 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
197 | { | 197 | { |
198 | return PhysicsScene.SimpleWaterLevel; | 198 | return m_physicsScene.SimpleWaterLevel; |
199 | } | 199 | } |
200 | 200 | ||
201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | 201 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 8012d91..d5060e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | |||
@@ -104,11 +104,11 @@ public class BulletShape | |||
104 | { | 104 | { |
105 | public BulletShape() | 105 | public BulletShape() |
106 | { | 106 | { |
107 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; | 107 | shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; |
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | 108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
109 | isNativeShape = false; | 109 | isNativeShape = false; |
110 | } | 110 | } |
111 | public BSPhysicsShapeType type; | 111 | public BSPhysicsShapeType shapeType; |
112 | public System.UInt64 shapeKey; | 112 | public System.UInt64 shapeKey; |
113 | public bool isNativeShape; | 113 | public bool isNativeShape; |
114 | 114 | ||
@@ -133,7 +133,7 @@ public class BulletShape | |||
133 | buff.Append("<p="); | 133 | buff.Append("<p="); |
134 | buff.Append(AddrString); | 134 | buff.Append(AddrString); |
135 | buff.Append(",s="); | 135 | buff.Append(",s="); |
136 | buff.Append(type.ToString()); | 136 | buff.Append(shapeType.ToString()); |
137 | buff.Append(",k="); | 137 | buff.Append(",k="); |
138 | buff.Append(shapeKey.ToString("X")); | 138 | buff.Append(shapeKey.ToString("X")); |
139 | buff.Append(",n="); | 139 | buff.Append(",n="); |
@@ -224,42 +224,42 @@ public static class BulletSimData | |||
224 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | 224 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code |
225 | // but, instead, use references to this dictionary. Finding and debugging | 225 | // but, instead, use references to this dictionary. Finding and debugging |
226 | // collision flag problems will be made easier. | 226 | // collision flag problems will be made easier. |
227 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | 227 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks |
228 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | 228 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() |
229 | { | 229 | { |
230 | { CollisionType.Avatar, | 230 | { CollisionType.Avatar, |
231 | new CollisionTypeFilterGroup(CollisionType.Avatar, | 231 | new CollisionTypeFilterGroup(CollisionType.Avatar, |
232 | (uint)CollisionFilterGroups.BCharacterGroup, | 232 | (uint)CollisionFilterGroups.BCharacterGroup, |
233 | (uint)CollisionFilterGroups.BAllGroup) | 233 | (uint)CollisionFilterGroups.BAllGroup) |
234 | }, | 234 | }, |
235 | { CollisionType.Groundplane, | 235 | { CollisionType.Groundplane, |
236 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | 236 | new CollisionTypeFilterGroup(CollisionType.Groundplane, |
237 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | 237 | (uint)CollisionFilterGroups.BGroundPlaneGroup, |
238 | (uint)CollisionFilterGroups.BAllGroup) | 238 | (uint)CollisionFilterGroups.BAllGroup) |
239 | }, | 239 | }, |
240 | { CollisionType.Terrain, | 240 | { CollisionType.Terrain, |
241 | new CollisionTypeFilterGroup(CollisionType.Terrain, | 241 | new CollisionTypeFilterGroup(CollisionType.Terrain, |
242 | (uint)CollisionFilterGroups.BTerrainGroup, | 242 | (uint)CollisionFilterGroups.BTerrainGroup, |
243 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | 243 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) |
244 | }, | 244 | }, |
245 | { CollisionType.Static, | 245 | { CollisionType.Static, |
246 | new CollisionTypeFilterGroup(CollisionType.Static, | 246 | new CollisionTypeFilterGroup(CollisionType.Static, |
247 | (uint)CollisionFilterGroups.BStaticGroup, | 247 | (uint)CollisionFilterGroups.BStaticGroup, |
248 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 248 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
249 | }, | 249 | }, |
250 | { CollisionType.Dynamic, | 250 | { CollisionType.Dynamic, |
251 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | 251 | new CollisionTypeFilterGroup(CollisionType.Dynamic, |
252 | (uint)CollisionFilterGroups.BSolidGroup, | 252 | (uint)CollisionFilterGroups.BSolidGroup, |
253 | (uint)(CollisionFilterGroups.BAllGroup)) | 253 | (uint)(CollisionFilterGroups.BAllGroup)) |
254 | }, | 254 | }, |
255 | { CollisionType.VolumeDetect, | 255 | { CollisionType.VolumeDetect, |
256 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | 256 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, |
257 | (uint)CollisionFilterGroups.BSensorTrigger, | 257 | (uint)CollisionFilterGroups.BSensorTrigger, |
258 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | 258 | (uint)(~CollisionFilterGroups.BSensorTrigger)) |
259 | }, | 259 | }, |
260 | { CollisionType.LinksetChild, | 260 | { CollisionType.LinksetChild, |
261 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | 261 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, |
262 | (uint)CollisionFilterGroups.BLinksetChildGroup, | 262 | (uint)CollisionFilterGroups.BLinksetChildGroup, |
263 | (uint)(CollisionFilterGroups.BNoneGroup)) | 263 | (uint)(CollisionFilterGroups.BNoneGroup)) |
264 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 264 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
265 | }, | 265 | }, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1284ae7..5792ae6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,3 +1,12 @@ | |||
1 | PROBLEMS TO LOOK INTO | ||
2 | ================================================= | ||
3 | Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
4 | Have to rez new vehicle and delete the old to fix situation. | ||
5 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
6 | position state where it will not settle onto ground properly, etc | ||
7 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
8 | A sitting, active vehicle bobs up and down a small amount. | ||
9 | |||
1 | CURRENT PRIORITIES | 10 | CURRENT PRIORITIES |
2 | ================================================= | 11 | ================================================= |
3 | Use the HACD convex hull routine in Bullet rather than the C# version. | 12 | Use the HACD convex hull routine in Bullet rather than the C# version. |
@@ -11,6 +20,8 @@ Deleting a linkset while standing on the root will leave the physical shape of t | |||
11 | Linkset child rotations. | 20 | Linkset child rotations. |
12 | Nebadon spiral tube has middle sections which are rotated wrong. | 21 | Nebadon spiral tube has middle sections which are rotated wrong. |
13 | Select linked spiral tube. Delink and note where the middle section ends up. | 22 | Select linked spiral tube. Delink and note where the middle section ends up. |
23 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
24 | Let children change their shape to physical indendently and just add shapes to compound | ||
14 | Vehicle angular vertical attraction | 25 | Vehicle angular vertical attraction |
15 | vehicle angular banking | 26 | vehicle angular banking |
16 | Center-of-gravity | 27 | Center-of-gravity |
@@ -27,14 +38,13 @@ llLookAt | |||
27 | Avatars walking up stairs (HALF DONE) | 38 | Avatars walking up stairs (HALF DONE) |
28 | Avatar movement | 39 | Avatar movement |
29 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 40 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
30 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 41 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) |
31 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | 42 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) |
32 | Vehicle script tuning/debugging | 43 | Vehicle script tuning/debugging |
33 | Avanti speed script | 44 | Avanti speed script |
34 | Weapon shooter script | 45 | Weapon shooter script |
35 | Move material definitions (friction, ...) into simulator. | 46 | Move material definitions (friction, ...) into simulator. |
36 | Add material densities to the material types. | 47 | Add material densities to the material types. |
37 | Terrain detail: double terrain mesh detail | ||
38 | One sided meshes? Should terrain be built into a closed shape? | 48 | One sided meshes? Should terrain be built into a closed shape? |
39 | When meshes get partially wedged into the terrain, they cannot push themselves out. | 49 | When meshes get partially wedged into the terrain, they cannot push themselves out. |
40 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | 50 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
@@ -42,6 +52,9 @@ One sided meshes? Should terrain be built into a closed shape? | |||
42 | 52 | ||
43 | VEHICLES TODO LIST: | 53 | VEHICLES TODO LIST: |
44 | ================================================= | 54 | ================================================= |
55 | LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | ||
56 | What are the limits in SL? | ||
57 | Same for other velocity settings. | ||
45 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 58 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
46 | https://github.com/UbitUmarov/Ubit-opensim | 59 | https://github.com/UbitUmarov/Ubit-opensim |
47 | Border crossing with linked vehicle causes crash | 60 | Border crossing with linked vehicle causes crash |
@@ -347,4 +360,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | |||
347 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. | 360 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. |
348 | Nebadon vehicles turning funny in arena (DONE) | 361 | Nebadon vehicles turning funny in arena (DONE) |
349 | Lock axis (DONE 20130401) | 362 | Lock axis (DONE 20130401) |
363 | Terrain detail: double terrain mesh detail (DONE) | ||
350 | 364 | ||
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs index 35ae44c..b9a217b 100644 --- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs | |||
@@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces | |||
51 | public interface IScriptWorkItem | 51 | public interface IScriptWorkItem |
52 | { | 52 | { |
53 | bool Cancel(); | 53 | bool Cancel(); |
54 | void Abort(); | 54 | bool Abort(); |
55 | 55 | ||
56 | /// <summary> | 56 | /// <summary> |
57 | /// Wait for the work item to complete. | 57 | /// Wait for the work item to complete. |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 1e6db43..887a317 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | |||
@@ -564,9 +564,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance | |||
564 | 564 | ||
565 | public bool Stop(int timeout) | 565 | public bool Stop(int timeout) |
566 | { | 566 | { |
567 | // m_log.DebugFormat( | 567 | if (DebugLevel >= 1) |
568 | // "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", | 568 | m_log.DebugFormat( |
569 | // ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); | 569 | "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", |
570 | ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); | ||
570 | 571 | ||
571 | IScriptWorkItem workItem; | 572 | IScriptWorkItem workItem; |
572 | 573 | ||
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 0d9babb..5804aa8 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -483,7 +483,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
483 | /// <param name="instance"></param> | 483 | /// <param name="instance"></param> |
484 | /// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param> | 484 | /// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param> |
485 | private void HandleScriptsAction<TKey>( | 485 | private void HandleScriptsAction<TKey>( |
486 | string[] cmdparams, Action<IScriptInstance> action, Func<IScriptInstance, TKey> keySelector) | 486 | string[] cmdparams, Action<IScriptInstance> action, System.Func<IScriptInstance, TKey> keySelector) |
487 | { | 487 | { |
488 | if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) | 488 | if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) |
489 | return; | 489 | return; |
@@ -1517,7 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1517 | startInfo.MaxWorkerThreads = maxThreads; | 1517 | startInfo.MaxWorkerThreads = maxThreads; |
1518 | startInfo.MinWorkerThreads = minThreads; | 1518 | startInfo.MinWorkerThreads = minThreads; |
1519 | startInfo.ThreadPriority = threadPriority;; | 1519 | startInfo.ThreadPriority = threadPriority;; |
1520 | startInfo.StackSize = stackSize; | 1520 | startInfo.MaxStackSize = stackSize; |
1521 | startInfo.StartSuspended = true; | 1521 | startInfo.StartSuspended = true; |
1522 | 1522 | ||
1523 | m_ThreadPool = new SmartThreadPool(startInfo); | 1523 | m_ThreadPool = new SmartThreadPool(startInfo); |
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs index 8dd7677..9d9dee1 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs | |||
@@ -52,16 +52,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
52 | return wr.Cancel(); | 52 | return wr.Cancel(); |
53 | } | 53 | } |
54 | 54 | ||
55 | public void Abort() | 55 | public bool Abort() |
56 | { | 56 | { |
57 | wr.Abort(); | 57 | return wr.Cancel(true); |
58 | } | 58 | } |
59 | 59 | ||
60 | public bool Wait(int t) | 60 | public bool Wait(int t) |
61 | { | 61 | { |
62 | // We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the | 62 | // We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the |
63 | // TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an | 63 | // TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an |
64 | // int (32-bit) we can end up with bad values. This occurs on Windows though curious not on Mono 2.10.8 | 64 | // int (32-bit) we can end up with bad values. This occurs on Windows though curiously not on Mono 2.10.8 |
65 | // (or very likely other versions of Mono at least up until 3.0.3). | 65 | // (or very likely other versions of Mono at least up until 3.0.3). |
66 | return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false); | 66 | return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false); |
67 | } | 67 | } |
diff --git a/OpenSim/Server/Base/ServicesServerBase.cs b/OpenSim/Server/Base/ServicesServerBase.cs index 7c8e6b7..b13c87d 100644 --- a/OpenSim/Server/Base/ServicesServerBase.cs +++ b/OpenSim/Server/Base/ServicesServerBase.cs | |||
@@ -171,11 +171,6 @@ namespace OpenSim.Server.Base | |||
171 | 171 | ||
172 | m_console = MainConsole.Instance; | 172 | m_console = MainConsole.Instance; |
173 | 173 | ||
174 | // Configure the appenders for log4net | ||
175 | // | ||
176 | OpenSimAppender consoleAppender = null; | ||
177 | FileAppender fileAppender = null; | ||
178 | |||
179 | if (logConfig != null) | 174 | if (logConfig != null) |
180 | { | 175 | { |
181 | FileInfo cfg = new FileInfo(logConfig); | 176 | FileInfo cfg = new FileInfo(logConfig); |
diff --git a/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs index a1794c9..b3b75af 100644 --- a/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs +++ b/OpenSim/Tests/Common/Helpers/UserInventoryHelpers.cs | |||
@@ -218,12 +218,37 @@ namespace OpenSim.Tests.Common | |||
218 | public static InventoryFolderBase CreateInventoryFolder( | 218 | public static InventoryFolderBase CreateInventoryFolder( |
219 | IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders) | 219 | IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders) |
220 | { | 220 | { |
221 | return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders); | ||
222 | } | ||
223 | |||
224 | /// <summary> | ||
225 | /// Create inventory folders starting from the user's root folder. | ||
226 | /// </summary> | ||
227 | /// <param name="inventoryService"></param> | ||
228 | /// <param name="userId"></param> | ||
229 | /// <param name="folderId"></param> | ||
230 | /// <param name="path"> | ||
231 | /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER | ||
232 | /// </param> | ||
233 | /// <param name="useExistingFolders"> | ||
234 | /// If true, then folders in the path which already the same name are | ||
235 | /// used. This applies to the terminal folder as well. | ||
236 | /// If false, then all folders in the path are created, even if there is already a folder at a particular | ||
237 | /// level with the same name. | ||
238 | /// </param> | ||
239 | /// <returns> | ||
240 | /// The folder created. If the path contains multiple folders then the last one created is returned. | ||
241 | /// Will return null if the root folder could not be found. | ||
242 | /// </returns> | ||
243 | public static InventoryFolderBase CreateInventoryFolder( | ||
244 | IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders) | ||
245 | { | ||
221 | InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId); | 246 | InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId); |
222 | 247 | ||
223 | if (null == rootFolder) | 248 | if (null == rootFolder) |
224 | return null; | 249 | return null; |
225 | 250 | ||
226 | return CreateInventoryFolder(inventoryService, rootFolder, path, useExistingFolders); | 251 | return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders); |
227 | } | 252 | } |
228 | 253 | ||
229 | /// <summary> | 254 | /// <summary> |
@@ -235,6 +260,7 @@ namespace OpenSim.Tests.Common | |||
235 | /// TODO: May need to make it an option to create duplicate folders. | 260 | /// TODO: May need to make it an option to create duplicate folders. |
236 | /// </remarks> | 261 | /// </remarks> |
237 | /// <param name="inventoryService"></param> | 262 | /// <param name="inventoryService"></param> |
263 | /// <param name="folderId">ID of the folder to create</param> | ||
238 | /// <param name="parentFolder"></param> | 264 | /// <param name="parentFolder"></param> |
239 | /// <param name="path"> | 265 | /// <param name="path"> |
240 | /// The folder to create. | 266 | /// The folder to create. |
@@ -249,7 +275,7 @@ namespace OpenSim.Tests.Common | |||
249 | /// The folder created. If the path contains multiple folders then the last one created is returned. | 275 | /// The folder created. If the path contains multiple folders then the last one created is returned. |
250 | /// </returns> | 276 | /// </returns> |
251 | public static InventoryFolderBase CreateInventoryFolder( | 277 | public static InventoryFolderBase CreateInventoryFolder( |
252 | IInventoryService inventoryService, InventoryFolderBase parentFolder, string path, bool useExistingFolders) | 278 | IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders) |
253 | { | 279 | { |
254 | string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None); | 280 | string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None); |
255 | 281 | ||
@@ -262,9 +288,16 @@ namespace OpenSim.Tests.Common | |||
262 | { | 288 | { |
263 | // Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name); | 289 | // Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name); |
264 | 290 | ||
291 | UUID folderIdForCreate; | ||
292 | |||
293 | if (components.Length > 1) | ||
294 | folderIdForCreate = UUID.Random(); | ||
295 | else | ||
296 | folderIdForCreate = folderId; | ||
297 | |||
265 | folder | 298 | folder |
266 | = new InventoryFolderBase( | 299 | = new InventoryFolderBase( |
267 | UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0); | 300 | folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0); |
268 | 301 | ||
269 | inventoryService.AddFolder(folder); | 302 | inventoryService.AddFolder(folder); |
270 | } | 303 | } |
@@ -274,7 +307,7 @@ namespace OpenSim.Tests.Common | |||
274 | // } | 307 | // } |
275 | 308 | ||
276 | if (components.Length > 1) | 309 | if (components.Length > 1) |
277 | return CreateInventoryFolder(inventoryService, folder, components[1], useExistingFolders); | 310 | return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders); |
278 | else | 311 | else |
279 | return folder; | 312 | return folder; |
280 | } | 313 | } |
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs index d26e3f7..41402a4 100644 --- a/OpenSim/Tests/Common/Mock/TestClient.cs +++ b/OpenSim/Tests/Common/Mock/TestClient.cs | |||
@@ -61,6 +61,7 @@ namespace OpenSim.Tests.Common.Mock | |||
61 | // Test client specific events - for use by tests to implement some IClientAPI behaviour. | 61 | // Test client specific events - for use by tests to implement some IClientAPI behaviour. |
62 | public event Action<RegionInfo, Vector3, Vector3> OnReceivedMoveAgentIntoRegion; | 62 | public event Action<RegionInfo, Vector3, Vector3> OnReceivedMoveAgentIntoRegion; |
63 | public event Action<ulong, IPEndPoint> OnTestClientInformClientOfNeighbour; | 63 | public event Action<ulong, IPEndPoint> OnTestClientInformClientOfNeighbour; |
64 | public event Action<GridInstantMessage> OnReceivedInstantMessage; | ||
64 | 65 | ||
65 | // disable warning: public events, part of the public API | 66 | // disable warning: public events, part of the public API |
66 | #pragma warning disable 67 | 67 | #pragma warning disable 67 |
@@ -484,6 +485,18 @@ namespace OpenSim.Tests.Common.Mock | |||
484 | OnCompleteMovementToRegion(this, true); | 485 | OnCompleteMovementToRegion(this, true); |
485 | } | 486 | } |
486 | 487 | ||
488 | /// <summary> | ||
489 | /// Emulate sending an IM from the viewer to the simulator. | ||
490 | /// </summary> | ||
491 | /// <param name='im'></param> | ||
492 | public void HandleImprovedInstantMessage(GridInstantMessage im) | ||
493 | { | ||
494 | ImprovedInstantMessage handlerInstantMessage = OnInstantMessage; | ||
495 | |||
496 | if (handlerInstantMessage != null) | ||
497 | handlerInstantMessage(this, im); | ||
498 | } | ||
499 | |||
487 | public virtual void ActivateGesture(UUID assetId, UUID gestureId) | 500 | public virtual void ActivateGesture(UUID assetId, UUID gestureId) |
488 | { | 501 | { |
489 | } | 502 | } |
@@ -538,7 +551,8 @@ namespace OpenSim.Tests.Common.Mock | |||
538 | 551 | ||
539 | public void SendInstantMessage(GridInstantMessage im) | 552 | public void SendInstantMessage(GridInstantMessage im) |
540 | { | 553 | { |
541 | 554 | if (OnReceivedInstantMessage != null) | |
555 | OnReceivedInstantMessage(im); | ||
542 | } | 556 | } |
543 | 557 | ||
544 | public void SendGenericMessage(string method, UUID invoice, List<string> message) | 558 | public void SendGenericMessage(string method, UUID invoice, List<string> message) |
diff --git a/OpenSim/Tests/Common/Mock/TestXInventoryDataPlugin.cs b/OpenSim/Tests/Common/Mock/TestXInventoryDataPlugin.cs index ccbdf81..30b1f38 100644 --- a/OpenSim/Tests/Common/Mock/TestXInventoryDataPlugin.cs +++ b/OpenSim/Tests/Common/Mock/TestXInventoryDataPlugin.cs | |||
@@ -53,6 +53,9 @@ namespace OpenSim.Tests.Common.Mock | |||
53 | 53 | ||
54 | public XInventoryFolder[] GetFolders(string[] fields, string[] vals) | 54 | public XInventoryFolder[] GetFolders(string[] fields, string[] vals) |
55 | { | 55 | { |
56 | // Console.WriteLine( | ||
57 | // "Requesting folders, fields {0}, vals {1}", string.Join(",", fields), string.Join(",", vals)); | ||
58 | |||
56 | List<XInventoryFolder> origFolders | 59 | List<XInventoryFolder> origFolders |
57 | = Get<XInventoryFolder>(fields, vals, m_allFolders.Values.ToList()); | 60 | = Get<XInventoryFolder>(fields, vals, m_allFolders.Values.ToList()); |
58 | 61 | ||
@@ -104,7 +107,30 @@ namespace OpenSim.Tests.Common.Mock | |||
104 | } | 107 | } |
105 | 108 | ||
106 | public bool MoveItem(string id, string newParent) { throw new NotImplementedException(); } | 109 | public bool MoveItem(string id, string newParent) { throw new NotImplementedException(); } |
107 | public bool MoveFolder(string id, string newParent) { throw new NotImplementedException(); } | 110 | |
111 | public bool MoveFolder(string id, string newParent) | ||
112 | { | ||
113 | // Don't use GetFolders() here - it takes a clone! | ||
114 | XInventoryFolder folder = m_allFolders[new UUID(id)]; | ||
115 | |||
116 | if (folder == null) | ||
117 | return false; | ||
118 | |||
119 | folder.parentFolderID = new UUID(newParent); | ||
120 | |||
121 | XInventoryFolder[] newParentFolders | ||
122 | = GetFolders(new string[] { "folderID" }, new string[] { folder.parentFolderID.ToString() }); | ||
123 | |||
124 | // Console.WriteLine( | ||
125 | // "Moved folder {0} {1}, to {2} {3}", | ||
126 | // folder.folderName, folder.folderID, newParentFolders[0].folderName, folder.parentFolderID); | ||
127 | |||
128 | // TODO: Really need to implement folder version incrementing, though this should be common code anyway, | ||
129 | // not reimplemented in each db plugin. | ||
130 | |||
131 | return true; | ||
132 | } | ||
133 | |||
108 | public XInventoryItem[] GetActiveGestures(UUID principalID) { throw new NotImplementedException(); } | 134 | public XInventoryItem[] GetActiveGestures(UUID principalID) { throw new NotImplementedException(); } |
109 | public int GetAssetPermissions(UUID principalID, UUID assetID) { throw new NotImplementedException(); } | 135 | public int GetAssetPermissions(UUID principalID, UUID assetID) { throw new NotImplementedException(); } |
110 | } | 136 | } |
diff --git a/ThirdParty/SmartThreadPool/AssemblyInfo.cs b/ThirdParty/SmartThreadPool/AssemblyInfo.cs deleted file mode 100644 index e2465b0..0000000 --- a/ThirdParty/SmartThreadPool/AssemblyInfo.cs +++ /dev/null | |||
@@ -1,61 +0,0 @@ | |||
1 | using System; | ||
2 | using System.Reflection; | ||
3 | using System.Runtime.InteropServices; | ||
4 | |||
5 | // | ||
6 | // General Information about an assembly is controlled through the following | ||
7 | // set of attributes. Change these attribute values to modify the information | ||
8 | // associated with an assembly. | ||
9 | // | ||
10 | [assembly: AssemblyTitle("")] | ||
11 | [assembly: AssemblyDescription("")] | ||
12 | [assembly: AssemblyConfiguration("")] | ||
13 | [assembly: AssemblyCompany("")] | ||
14 | [assembly: AssemblyProduct("")] | ||
15 | [assembly: AssemblyCopyright("")] | ||
16 | [assembly: AssemblyTrademark("")] | ||
17 | [assembly: AssemblyCulture("")] | ||
18 | [assembly: ComVisible(false)] | ||
19 | [assembly: CLSCompliant(true)] | ||
20 | |||
21 | // | ||
22 | // Version information for an assembly consists of the following four values: | ||
23 | // | ||
24 | // Major Version | ||
25 | // Minor Version | ||
26 | // Build Number | ||
27 | // Revision | ||
28 | // | ||
29 | // You can specify all the values or you can default the Revision and Build Numbers | ||
30 | // by using the '*' as shown below: | ||
31 | |||
32 | [assembly: AssemblyVersion("0.7.6.*")] | ||
33 | |||
34 | // | ||
35 | // In order to sign your assembly you must specify a key to use. Refer to the | ||
36 | // Microsoft .NET Framework documentation for more information on assembly signing. | ||
37 | // | ||
38 | // Use the attributes below to control which key is used for signing. | ||
39 | // | ||
40 | // Notes: | ||
41 | // (*) If no key is specified, the assembly is not signed. | ||
42 | // (*) KeyName refers to a key that has been installed in the Crypto Service | ||
43 | // Provider (CSP) on your machine. KeyFile refers to a file which contains | ||
44 | // a key. | ||
45 | // (*) If the KeyFile and the KeyName values are both specified, the | ||
46 | // following processing occurs: | ||
47 | // (1) If the KeyName can be found in the CSP, that key is used. | ||
48 | // (2) If the KeyName does not exist and the KeyFile does exist, the key | ||
49 | // in the KeyFile is installed into the CSP and used. | ||
50 | // (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility. | ||
51 | // When specifying the KeyFile, the location of the KeyFile should be | ||
52 | // relative to the project output directory which is | ||
53 | // %Project Directory%\obj\<configuration>. For example, if your KeyFile is | ||
54 | // located in the project directory, you would specify the AssemblyKeyFile | ||
55 | // attribute as [assembly: AssemblyKeyFile("..\\..\\mykey.snk")] | ||
56 | // (*) Delay Signing is an advanced option - see the Microsoft .NET Framework | ||
57 | // documentation for more information on this. | ||
58 | // | ||
59 | [assembly: AssemblyDelaySign(false)] | ||
60 | [assembly: AssemblyKeyFile("")] | ||
61 | [assembly: AssemblyKeyName("")] | ||
diff --git a/ThirdParty/SmartThreadPool/CallerThreadContext.cs b/ThirdParty/SmartThreadPool/CallerThreadContext.cs index 6ea53f6..e63add5 100644 --- a/ThirdParty/SmartThreadPool/CallerThreadContext.cs +++ b/ThirdParty/SmartThreadPool/CallerThreadContext.cs | |||
@@ -1,3 +1,6 @@ | |||
1 | |||
2 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
3 | |||
1 | using System; | 4 | using System; |
2 | using System.Diagnostics; | 5 | using System.Diagnostics; |
3 | using System.Threading; | 6 | using System.Threading; |
@@ -6,218 +9,130 @@ using System.Web; | |||
6 | using System.Runtime.Remoting.Messaging; | 9 | using System.Runtime.Remoting.Messaging; |
7 | 10 | ||
8 | 11 | ||
9 | namespace Amib.Threading | 12 | namespace Amib.Threading.Internal |
10 | { | 13 | { |
11 | #region CallerThreadContext class | 14 | #region CallerThreadContext class |
12 | |||
13 | /// <summary> | ||
14 | /// This class stores the caller call context in order to restore | ||
15 | /// it when the work item is executed in the thread pool environment. | ||
16 | /// </summary> | ||
17 | internal class CallerThreadContext | ||
18 | { | ||
19 | #region Prepare reflection information | ||
20 | |||
21 | // Cached type information. | ||
22 | private static MethodInfo getLogicalCallContextMethodInfo = | ||
23 | typeof(Thread).GetMethod("GetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic); | ||
24 | |||
25 | private static MethodInfo setLogicalCallContextMethodInfo = | ||
26 | typeof(Thread).GetMethod("SetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic); | ||
27 | 15 | ||
28 | private static string HttpContextSlotName = GetHttpContextSlotName(); | 16 | /// <summary> |
17 | /// This class stores the caller call context in order to restore | ||
18 | /// it when the work item is executed in the thread pool environment. | ||
19 | /// </summary> | ||
20 | internal class CallerThreadContext | ||
21 | { | ||
22 | #region Prepare reflection information | ||
29 | 23 | ||
30 | private static string GetHttpContextSlotName() | 24 | // Cached type information. |
31 | { | 25 | private static readonly MethodInfo getLogicalCallContextMethodInfo = |
32 | FieldInfo fi = typeof(HttpContext).GetField("CallContextSlotName", BindingFlags.Static | BindingFlags.NonPublic); | 26 | typeof(Thread).GetMethod("GetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic); |
33 | 27 | ||
34 | if( fi != null ) | 28 | private static readonly MethodInfo setLogicalCallContextMethodInfo = |
35 | return (string)fi.GetValue(null); | 29 | typeof(Thread).GetMethod("SetLogicalCallContext", BindingFlags.Instance | BindingFlags.NonPublic); |
36 | else // Use the default "HttpContext" slot name | ||
37 | return "HttpContext"; | ||
38 | } | ||
39 | 30 | ||
40 | #endregion | 31 | private static string HttpContextSlotName = GetHttpContextSlotName(); |
41 | |||
42 | #region Private fields | ||
43 | |||
44 | private HttpContext _httpContext = null; | ||
45 | private LogicalCallContext _callContext = null; | ||
46 | |||
47 | #endregion | ||
48 | 32 | ||
49 | /// <summary> | 33 | private static string GetHttpContextSlotName() |
50 | /// Constructor | 34 | { |
51 | /// </summary> | 35 | FieldInfo fi = typeof(HttpContext).GetField("CallContextSlotName", BindingFlags.Static | BindingFlags.NonPublic); |
52 | private CallerThreadContext() | ||
53 | { | ||
54 | } | ||
55 | 36 | ||
56 | public bool CapturedCallContext | 37 | if (fi != null) |
57 | { | ||
58 | get | ||
59 | { | 38 | { |
60 | return (null != _callContext); | 39 | return (string) fi.GetValue(null); |
61 | } | 40 | } |
62 | } | ||
63 | 41 | ||
64 | public bool CapturedHttpContext | 42 | return "HttpContext"; |
65 | { | 43 | } |
66 | get | ||
67 | { | ||
68 | return (null != _httpContext); | ||
69 | } | ||
70 | } | ||
71 | |||
72 | /// <summary> | ||
73 | /// Captures the current thread context | ||
74 | /// </summary> | ||
75 | /// <returns></returns> | ||
76 | public static CallerThreadContext Capture( | ||
77 | bool captureCallContext, | ||
78 | bool captureHttpContext) | ||
79 | { | ||
80 | Debug.Assert(captureCallContext || captureHttpContext); | ||
81 | |||
82 | CallerThreadContext callerThreadContext = new CallerThreadContext(); | ||
83 | |||
84 | // TODO: In NET 2.0, redo using the new feature of ExecutionContext class - Capture() | ||
85 | // Capture Call Context | ||
86 | if(captureCallContext && (getLogicalCallContextMethodInfo != null)) | ||
87 | { | ||
88 | callerThreadContext._callContext = (LogicalCallContext)getLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, null); | ||
89 | if (callerThreadContext._callContext != null) | ||
90 | { | ||
91 | callerThreadContext._callContext = (LogicalCallContext)callerThreadContext._callContext.Clone(); | ||
92 | } | ||
93 | } | ||
94 | |||
95 | // Capture httpContext | ||
96 | if (captureHttpContext && (null != HttpContext.Current)) | ||
97 | { | ||
98 | callerThreadContext._httpContext = HttpContext.Current; | ||
99 | } | ||
100 | |||
101 | return callerThreadContext; | ||
102 | } | ||
103 | 44 | ||
104 | /// <summary> | 45 | #endregion |
105 | /// Applies the thread context stored earlier | ||
106 | /// </summary> | ||
107 | /// <param name="callerThreadContext"></param> | ||
108 | public static void Apply(CallerThreadContext callerThreadContext) | ||
109 | { | ||
110 | if (null == callerThreadContext) | ||
111 | { | ||
112 | throw new ArgumentNullException("callerThreadContext"); | ||
113 | } | ||
114 | |||
115 | // Todo: In NET 2.0, redo using the new feature of ExecutionContext class - Run() | ||
116 | // Restore call context | ||
117 | if ((callerThreadContext._callContext != null) && (setLogicalCallContextMethodInfo != null)) | ||
118 | { | ||
119 | setLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, new object[] { callerThreadContext._callContext }); | ||
120 | } | ||
121 | |||
122 | // Restore HttpContext | ||
123 | if (callerThreadContext._httpContext != null) | ||
124 | { | ||
125 | CallContext.SetData(HttpContextSlotName, callerThreadContext._httpContext); | ||
126 | } | ||
127 | } | ||
128 | } | ||
129 | |||
130 | #endregion | ||
131 | |||
132 | } | ||
133 | 46 | ||
47 | #region Private fields | ||
134 | 48 | ||
135 | /* | 49 | private HttpContext _httpContext; |
136 | // Ami Bar | 50 | private LogicalCallContext _callContext; |
137 | // amibar@gmail.com | ||
138 | 51 | ||
139 | using System; | 52 | #endregion |
140 | using System.Threading; | ||
141 | using System.Globalization; | ||
142 | using System.Security.Principal; | ||
143 | using System.Reflection; | ||
144 | using System.Runtime.Remoting.Contexts; | ||
145 | 53 | ||
146 | namespace Amib.Threading.Internal | 54 | /// <summary> |
147 | { | 55 | /// Constructor |
148 | #region CallerThreadContext class | 56 | /// </summary> |
149 | 57 | private CallerThreadContext() | |
150 | /// <summary> | 58 | { |
151 | /// This class stores the caller thread context in order to restore | 59 | } |
152 | /// it when the work item is executed in the context of the thread | 60 | |
153 | /// from the pool. | 61 | public bool CapturedCallContext |
154 | /// Note that we can't store the thread's CompressedStack, because | 62 | { |
155 | /// it throws a security exception | 63 | get |
156 | /// </summary> | 64 | { |
157 | public class CallerThreadContext | 65 | return (null != _callContext); |
158 | { | 66 | } |
159 | private CultureInfo _culture = null; | 67 | } |
160 | private CultureInfo _cultureUI = null; | 68 | |
161 | private IPrincipal _principal; | 69 | public bool CapturedHttpContext |
162 | private System.Runtime.Remoting.Contexts.Context _context; | 70 | { |
163 | 71 | get | |
164 | private static FieldInfo _fieldInfo = GetFieldInfo(); | 72 | { |
165 | 73 | return (null != _httpContext); | |
166 | private static FieldInfo GetFieldInfo() | 74 | } |
167 | { | 75 | } |
168 | Type threadType = typeof(Thread); | 76 | |
169 | return threadType.GetField( | 77 | /// <summary> |
170 | "m_Context", | 78 | /// Captures the current thread context |
171 | BindingFlags.Instance | BindingFlags.NonPublic); | 79 | /// </summary> |
172 | } | 80 | /// <returns></returns> |
173 | 81 | public static CallerThreadContext Capture( | |
174 | /// <summary> | 82 | bool captureCallContext, |
175 | /// Constructor | 83 | bool captureHttpContext) |
176 | /// </summary> | 84 | { |
177 | private CallerThreadContext() | 85 | Debug.Assert(captureCallContext || captureHttpContext); |
178 | { | 86 | |
179 | } | 87 | CallerThreadContext callerThreadContext = new CallerThreadContext(); |
180 | 88 | ||
181 | /// <summary> | 89 | // TODO: In NET 2.0, redo using the new feature of ExecutionContext class - Capture() |
182 | /// Captures the current thread context | 90 | // Capture Call Context |
183 | /// </summary> | 91 | if(captureCallContext && (getLogicalCallContextMethodInfo != null)) |
184 | /// <returns></returns> | 92 | { |
185 | public static CallerThreadContext Capture() | 93 | callerThreadContext._callContext = (LogicalCallContext)getLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, null); |
186 | { | 94 | if (callerThreadContext._callContext != null) |
187 | CallerThreadContext callerThreadContext = new CallerThreadContext(); | 95 | { |
188 | 96 | callerThreadContext._callContext = (LogicalCallContext)callerThreadContext._callContext.Clone(); | |
189 | Thread thread = Thread.CurrentThread; | 97 | } |
190 | callerThreadContext._culture = thread.CurrentCulture; | 98 | } |
191 | callerThreadContext._cultureUI = thread.CurrentUICulture; | 99 | |
192 | callerThreadContext._principal = Thread.CurrentPrincipal; | 100 | // Capture httpContext |
193 | callerThreadContext._context = Thread.CurrentContext; | 101 | if (captureHttpContext && (null != HttpContext.Current)) |
194 | return callerThreadContext; | 102 | { |
195 | } | 103 | callerThreadContext._httpContext = HttpContext.Current; |
196 | 104 | } | |
197 | /// <summary> | 105 | |
198 | /// Applies the thread context stored earlier | 106 | return callerThreadContext; |
199 | /// </summary> | 107 | } |
200 | /// <param name="callerThreadContext"></param> | 108 | |
201 | public static void Apply(CallerThreadContext callerThreadContext) | 109 | /// <summary> |
202 | { | 110 | /// Applies the thread context stored earlier |
203 | Thread thread = Thread.CurrentThread; | 111 | /// </summary> |
204 | thread.CurrentCulture = callerThreadContext._culture; | 112 | /// <param name="callerThreadContext"></param> |
205 | thread.CurrentUICulture = callerThreadContext._cultureUI; | 113 | public static void Apply(CallerThreadContext callerThreadContext) |
206 | Thread.CurrentPrincipal = callerThreadContext._principal; | 114 | { |
207 | 115 | if (null == callerThreadContext) | |
208 | // Uncomment the following block to enable the Thread.CurrentThread | 116 | { |
209 | /* | 117 | throw new ArgumentNullException("callerThreadContext"); |
210 | if (null != _fieldInfo) | 118 | } |
211 | { | 119 | |
212 | _fieldInfo.SetValue( | 120 | // Todo: In NET 2.0, redo using the new feature of ExecutionContext class - Run() |
213 | Thread.CurrentThread, | 121 | // Restore call context |
214 | callerThreadContext._context); | 122 | if ((callerThreadContext._callContext != null) && (setLogicalCallContextMethodInfo != null)) |
215 | } | 123 | { |
216 | * / | 124 | setLogicalCallContextMethodInfo.Invoke(Thread.CurrentThread, new object[] { callerThreadContext._callContext }); |
217 | } | 125 | } |
218 | } | 126 | |
127 | // Restore HttpContext | ||
128 | if (callerThreadContext._httpContext != null) | ||
129 | { | ||
130 | HttpContext.Current = callerThreadContext._httpContext; | ||
131 | //CallContext.SetData(HttpContextSlotName, callerThreadContext._httpContext); | ||
132 | } | ||
133 | } | ||
134 | } | ||
219 | 135 | ||
220 | #endregion | 136 | #endregion |
221 | } | 137 | } |
222 | */ | 138 | #endif |
223 | |||
diff --git a/ThirdParty/SmartThreadPool/CanceledWorkItemsGroup.cs b/ThirdParty/SmartThreadPool/CanceledWorkItemsGroup.cs new file mode 100644 index 0000000..5752957 --- /dev/null +++ b/ThirdParty/SmartThreadPool/CanceledWorkItemsGroup.cs | |||
@@ -0,0 +1,14 @@ | |||
1 | namespace Amib.Threading.Internal | ||
2 | { | ||
3 | internal class CanceledWorkItemsGroup | ||
4 | { | ||
5 | public readonly static CanceledWorkItemsGroup NotCanceledWorkItemsGroup = new CanceledWorkItemsGroup(); | ||
6 | |||
7 | public CanceledWorkItemsGroup() | ||
8 | { | ||
9 | IsCanceled = false; | ||
10 | } | ||
11 | |||
12 | public bool IsCanceled { get; set; } | ||
13 | } | ||
14 | } \ No newline at end of file | ||
diff --git a/ThirdParty/SmartThreadPool/EventWaitHandle.cs b/ThirdParty/SmartThreadPool/EventWaitHandle.cs new file mode 100644 index 0000000..25be07a --- /dev/null +++ b/ThirdParty/SmartThreadPool/EventWaitHandle.cs | |||
@@ -0,0 +1,104 @@ | |||
1 | #if (_WINDOWS_CE) | ||
2 | |||
3 | using System; | ||
4 | using System.Runtime.InteropServices; | ||
5 | using System.Threading; | ||
6 | |||
7 | namespace Amib.Threading.Internal | ||
8 | { | ||
9 | /// <summary> | ||
10 | /// EventWaitHandle class | ||
11 | /// In WindowsCE this class doesn't exist and I needed the WaitAll and WaitAny implementation. | ||
12 | /// So I wrote this class to implement these two methods with some of their overloads. | ||
13 | /// It uses the WaitForMultipleObjects API to do the WaitAll and WaitAny. | ||
14 | /// Note that this class doesn't even inherit from WaitHandle! | ||
15 | /// </summary> | ||
16 | public class STPEventWaitHandle | ||
17 | { | ||
18 | #region Public Constants | ||
19 | |||
20 | public const int WaitTimeout = Timeout.Infinite; | ||
21 | |||
22 | #endregion | ||
23 | |||
24 | #region Private External Constants | ||
25 | |||
26 | private const Int32 WAIT_FAILED = -1; | ||
27 | private const Int32 WAIT_TIMEOUT = 0x102; | ||
28 | private const UInt32 INFINITE = 0xFFFFFFFF; | ||
29 | |||
30 | #endregion | ||
31 | |||
32 | #region WaitAll and WaitAny | ||
33 | |||
34 | internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext) | ||
35 | { | ||
36 | return waitHandle.WaitOne(millisecondsTimeout, exitContext); | ||
37 | } | ||
38 | |||
39 | private static IntPtr[] PrepareNativeHandles(WaitHandle[] waitHandles) | ||
40 | { | ||
41 | IntPtr[] nativeHandles = new IntPtr[waitHandles.Length]; | ||
42 | for (int i = 0; i < waitHandles.Length; i++) | ||
43 | { | ||
44 | nativeHandles[i] = waitHandles[i].Handle; | ||
45 | } | ||
46 | return nativeHandles; | ||
47 | } | ||
48 | |||
49 | public static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
50 | { | ||
51 | uint timeout = millisecondsTimeout < 0 ? INFINITE : (uint)millisecondsTimeout; | ||
52 | |||
53 | IntPtr[] nativeHandles = PrepareNativeHandles(waitHandles); | ||
54 | |||
55 | int result = WaitForMultipleObjects((uint)waitHandles.Length, nativeHandles, true, timeout); | ||
56 | |||
57 | if (result == WAIT_TIMEOUT || result == WAIT_FAILED) | ||
58 | { | ||
59 | return false; | ||
60 | } | ||
61 | |||
62 | return true; | ||
63 | } | ||
64 | |||
65 | |||
66 | public static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
67 | { | ||
68 | uint timeout = millisecondsTimeout < 0 ? INFINITE : (uint)millisecondsTimeout; | ||
69 | |||
70 | IntPtr[] nativeHandles = PrepareNativeHandles(waitHandles); | ||
71 | |||
72 | int result = WaitForMultipleObjects((uint)waitHandles.Length, nativeHandles, false, timeout); | ||
73 | |||
74 | if (result >= 0 && result < waitHandles.Length) | ||
75 | { | ||
76 | return result; | ||
77 | } | ||
78 | |||
79 | return -1; | ||
80 | } | ||
81 | |||
82 | public static int WaitAny(WaitHandle[] waitHandles) | ||
83 | { | ||
84 | return WaitAny(waitHandles, Timeout.Infinite, false); | ||
85 | } | ||
86 | |||
87 | public static int WaitAny(WaitHandle[] waitHandles, TimeSpan timeout, bool exitContext) | ||
88 | { | ||
89 | int millisecondsTimeout = (int)timeout.TotalMilliseconds; | ||
90 | |||
91 | return WaitAny(waitHandles, millisecondsTimeout, false); | ||
92 | } | ||
93 | |||
94 | #endregion | ||
95 | |||
96 | #region External methods | ||
97 | |||
98 | [DllImport("coredll.dll", SetLastError = true)] | ||
99 | public static extern int WaitForMultipleObjects(uint nCount, IntPtr[] lpHandles, bool fWaitAll, uint dwMilliseconds); | ||
100 | |||
101 | #endregion | ||
102 | } | ||
103 | } | ||
104 | #endif \ No newline at end of file | ||
diff --git a/ThirdParty/SmartThreadPool/EventWaitHandleFactory.cs b/ThirdParty/SmartThreadPool/EventWaitHandleFactory.cs new file mode 100644 index 0000000..3c9c849 --- /dev/null +++ b/ThirdParty/SmartThreadPool/EventWaitHandleFactory.cs | |||
@@ -0,0 +1,82 @@ | |||
1 | using System.Threading; | ||
2 | |||
3 | #if (_WINDOWS_CE) | ||
4 | using System; | ||
5 | using System.Runtime.InteropServices; | ||
6 | #endif | ||
7 | |||
8 | namespace Amib.Threading.Internal | ||
9 | { | ||
10 | /// <summary> | ||
11 | /// EventWaitHandleFactory class. | ||
12 | /// This is a static class that creates AutoResetEvent and ManualResetEvent objects. | ||
13 | /// In WindowCE the WaitForMultipleObjects API fails to use the Handle property | ||
14 | /// of XxxResetEvent. It can use only handles that were created by the CreateEvent API. | ||
15 | /// Consequently this class creates the needed XxxResetEvent and replaces the handle if | ||
16 | /// it's a WindowsCE OS. | ||
17 | /// </summary> | ||
18 | public static class EventWaitHandleFactory | ||
19 | { | ||
20 | /// <summary> | ||
21 | /// Create a new AutoResetEvent object | ||
22 | /// </summary> | ||
23 | /// <returns>Return a new AutoResetEvent object</returns> | ||
24 | public static AutoResetEvent CreateAutoResetEvent() | ||
25 | { | ||
26 | AutoResetEvent waitHandle = new AutoResetEvent(false); | ||
27 | |||
28 | #if (_WINDOWS_CE) | ||
29 | ReplaceEventHandle(waitHandle, false, false); | ||
30 | #endif | ||
31 | |||
32 | return waitHandle; | ||
33 | } | ||
34 | |||
35 | /// <summary> | ||
36 | /// Create a new ManualResetEvent object | ||
37 | /// </summary> | ||
38 | /// <returns>Return a new ManualResetEvent object</returns> | ||
39 | public static ManualResetEvent CreateManualResetEvent(bool initialState) | ||
40 | { | ||
41 | ManualResetEvent waitHandle = new ManualResetEvent(initialState); | ||
42 | |||
43 | #if (_WINDOWS_CE) | ||
44 | ReplaceEventHandle(waitHandle, true, initialState); | ||
45 | #endif | ||
46 | |||
47 | return waitHandle; | ||
48 | } | ||
49 | |||
50 | #if (_WINDOWS_CE) | ||
51 | |||
52 | /// <summary> | ||
53 | /// Replace the event handle | ||
54 | /// </summary> | ||
55 | /// <param name="waitHandle">The WaitHandle object which its handle needs to be replaced.</param> | ||
56 | /// <param name="manualReset">Indicates if the event is a ManualResetEvent (true) or an AutoResetEvent (false)</param> | ||
57 | /// <param name="initialState">The initial state of the event</param> | ||
58 | private static void ReplaceEventHandle(WaitHandle waitHandle, bool manualReset, bool initialState) | ||
59 | { | ||
60 | // Store the old handle | ||
61 | IntPtr oldHandle = waitHandle.Handle; | ||
62 | |||
63 | // Create a new event | ||
64 | IntPtr newHandle = CreateEvent(IntPtr.Zero, manualReset, initialState, null); | ||
65 | |||
66 | // Replace the old event with the new event | ||
67 | waitHandle.Handle = newHandle; | ||
68 | |||
69 | // Close the old event | ||
70 | CloseHandle (oldHandle); | ||
71 | } | ||
72 | |||
73 | [DllImport("coredll.dll", SetLastError = true)] | ||
74 | public static extern IntPtr CreateEvent(IntPtr lpEventAttributes, bool bManualReset, bool bInitialState, string lpName); | ||
75 | |||
76 | //Handle | ||
77 | [DllImport("coredll.dll", SetLastError = true)] | ||
78 | public static extern bool CloseHandle(IntPtr hObject); | ||
79 | #endif | ||
80 | |||
81 | } | ||
82 | } | ||
diff --git a/ThirdParty/SmartThreadPool/Exceptions.cs b/ThirdParty/SmartThreadPool/Exceptions.cs index c454709..6c6a88b 100644 --- a/ThirdParty/SmartThreadPool/Exceptions.cs +++ b/ThirdParty/SmartThreadPool/Exceptions.cs | |||
@@ -1,8 +1,7 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
2 | #if !(_WINDOWS_CE) | ||
5 | using System.Runtime.Serialization; | 3 | using System.Runtime.Serialization; |
4 | #endif | ||
6 | 5 | ||
7 | namespace Amib.Threading | 6 | namespace Amib.Threading |
8 | { | 7 | { |
@@ -11,22 +10,39 @@ namespace Amib.Threading | |||
11 | /// <summary> | 10 | /// <summary> |
12 | /// Represents an exception in case IWorkItemResult.GetResult has been canceled | 11 | /// Represents an exception in case IWorkItemResult.GetResult has been canceled |
13 | /// </summary> | 12 | /// </summary> |
14 | [Serializable] | 13 | public sealed partial class WorkItemCancelException : Exception |
15 | public sealed class WorkItemCancelException : ApplicationException | ||
16 | { | 14 | { |
17 | public WorkItemCancelException() : base() | 15 | public WorkItemCancelException() |
18 | { | 16 | { |
19 | } | 17 | } |
20 | 18 | ||
21 | public WorkItemCancelException(string message) : base(message) | 19 | public WorkItemCancelException(string message) |
20 | : base(message) | ||
22 | { | 21 | { |
23 | } | 22 | } |
24 | 23 | ||
25 | public WorkItemCancelException(string message, Exception e) : base(message, e) | 24 | public WorkItemCancelException(string message, Exception e) |
25 | : base(message, e) | ||
26 | { | 26 | { |
27 | } | 27 | } |
28 | } | ||
28 | 29 | ||
29 | public WorkItemCancelException(SerializationInfo si, StreamingContext sc) : base(si, sc) | 30 | /// <summary> |
31 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out | ||
32 | /// </summary> | ||
33 | public sealed partial class WorkItemTimeoutException : Exception | ||
34 | { | ||
35 | public WorkItemTimeoutException() | ||
36 | { | ||
37 | } | ||
38 | |||
39 | public WorkItemTimeoutException(string message) | ||
40 | : base(message) | ||
41 | { | ||
42 | } | ||
43 | |||
44 | public WorkItemTimeoutException(string message, Exception e) | ||
45 | : base(message, e) | ||
30 | { | 46 | { |
31 | } | 47 | } |
32 | } | 48 | } |
@@ -34,22 +50,33 @@ namespace Amib.Threading | |||
34 | /// <summary> | 50 | /// <summary> |
35 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out | 51 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out |
36 | /// </summary> | 52 | /// </summary> |
37 | [Serializable] | 53 | public sealed partial class WorkItemResultException : Exception |
38 | public sealed class WorkItemTimeoutException : ApplicationException | ||
39 | { | 54 | { |
40 | public WorkItemTimeoutException() : base() | 55 | public WorkItemResultException() |
41 | { | 56 | { |
42 | } | 57 | } |
43 | 58 | ||
44 | public WorkItemTimeoutException(string message) : base(message) | 59 | public WorkItemResultException(string message) |
60 | : base(message) | ||
45 | { | 61 | { |
46 | } | 62 | } |
47 | 63 | ||
48 | public WorkItemTimeoutException(string message, Exception e) : base(message, e) | 64 | public WorkItemResultException(string message, Exception e) |
65 | : base(message, e) | ||
49 | { | 66 | { |
50 | } | 67 | } |
68 | } | ||
51 | 69 | ||
52 | public WorkItemTimeoutException(SerializationInfo si, StreamingContext sc) : base(si, sc) | 70 | |
71 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
72 | /// <summary> | ||
73 | /// Represents an exception in case IWorkItemResult.GetResult has been canceled | ||
74 | /// </summary> | ||
75 | [Serializable] | ||
76 | public sealed partial class WorkItemCancelException | ||
77 | { | ||
78 | public WorkItemCancelException(SerializationInfo si, StreamingContext sc) | ||
79 | : base(si, sc) | ||
53 | { | 80 | { |
54 | } | 81 | } |
55 | } | 82 | } |
@@ -58,24 +85,27 @@ namespace Amib.Threading | |||
58 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out | 85 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out |
59 | /// </summary> | 86 | /// </summary> |
60 | [Serializable] | 87 | [Serializable] |
61 | public sealed class WorkItemResultException : ApplicationException | 88 | public sealed partial class WorkItemTimeoutException |
62 | { | 89 | { |
63 | public WorkItemResultException() : base() | 90 | public WorkItemTimeoutException(SerializationInfo si, StreamingContext sc) |
64 | { | 91 | : base(si, sc) |
65 | } | ||
66 | |||
67 | public WorkItemResultException(string message) : base(message) | ||
68 | { | ||
69 | } | ||
70 | |||
71 | public WorkItemResultException(string message, Exception e) : base(message, e) | ||
72 | { | 92 | { |
73 | } | 93 | } |
94 | } | ||
74 | 95 | ||
75 | public WorkItemResultException(SerializationInfo si, StreamingContext sc) : base(si, sc) | 96 | /// <summary> |
97 | /// Represents an exception in case IWorkItemResult.GetResult has been timed out | ||
98 | /// </summary> | ||
99 | [Serializable] | ||
100 | public sealed partial class WorkItemResultException | ||
101 | { | ||
102 | public WorkItemResultException(SerializationInfo si, StreamingContext sc) | ||
103 | : base(si, sc) | ||
76 | { | 104 | { |
77 | } | 105 | } |
78 | } | 106 | } |
79 | 107 | ||
108 | #endif | ||
109 | |||
80 | #endregion | 110 | #endregion |
81 | } | 111 | } |
diff --git a/ThirdParty/SmartThreadPool/Interfaces.cs b/ThirdParty/SmartThreadPool/Interfaces.cs index f1c1fcf..513422f 100644 --- a/ThirdParty/SmartThreadPool/Interfaces.cs +++ b/ThirdParty/SmartThreadPool/Interfaces.cs | |||
@@ -1,271 +1,628 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
5 | using System.Threading; | 2 | using System.Threading; |
6 | 3 | ||
7 | namespace Amib.Threading | 4 | namespace Amib.Threading |
8 | { | 5 | { |
9 | #region Delegates | 6 | #region Delegates |
7 | |||
8 | /// <summary> | ||
9 | /// A delegate that represents the method to run as the work item | ||
10 | /// </summary> | ||
11 | /// <param name="state">A state object for the method to run</param> | ||
12 | public delegate object WorkItemCallback(object state); | ||
13 | |||
14 | /// <summary> | ||
15 | /// A delegate to call after the WorkItemCallback completed | ||
16 | /// </summary> | ||
17 | /// <param name="wir">The work item result object</param> | ||
18 | public delegate void PostExecuteWorkItemCallback(IWorkItemResult wir); | ||
10 | 19 | ||
11 | /// <summary> | 20 | /// <summary> |
12 | /// A delegate that represents the method to run as the work item | 21 | /// A delegate to call after the WorkItemCallback completed |
13 | /// </summary> | 22 | /// </summary> |
14 | /// <param name="state">A state object for the method to run</param> | 23 | /// <param name="wir">The work item result object</param> |
15 | public delegate object WorkItemCallback(object state); | 24 | public delegate void PostExecuteWorkItemCallback<TResult>(IWorkItemResult<TResult> wir); |
25 | |||
26 | /// <summary> | ||
27 | /// A delegate to call when a WorkItemsGroup becomes idle | ||
28 | /// </summary> | ||
29 | /// <param name="workItemsGroup">A reference to the WorkItemsGroup that became idle</param> | ||
30 | public delegate void WorkItemsGroupIdleHandler(IWorkItemsGroup workItemsGroup); | ||
16 | 31 | ||
17 | /// <summary> | 32 | /// <summary> |
18 | /// A delegate to call after the WorkItemCallback completed | 33 | /// A delegate to call after a thread is created, but before |
34 | /// it's first use. | ||
19 | /// </summary> | 35 | /// </summary> |
20 | /// <param name="wir">The work item result object</param> | 36 | public delegate void ThreadInitializationHandler(); |
21 | public delegate void PostExecuteWorkItemCallback(IWorkItemResult wir); | ||
22 | 37 | ||
23 | /// <summary> | 38 | /// <summary> |
24 | /// A delegate to call when a WorkItemsGroup becomes idle | 39 | /// A delegate to call when a thread is about to exit, after |
40 | /// it is no longer belong to the pool. | ||
25 | /// </summary> | 41 | /// </summary> |
26 | /// <param name="workItemsGroup">A reference to the WorkItemsGroup that became idle</param> | 42 | public delegate void ThreadTerminationHandler(); |
27 | public delegate void WorkItemsGroupIdleHandler(IWorkItemsGroup workItemsGroup); | ||
28 | 43 | ||
29 | #endregion | 44 | #endregion |
30 | 45 | ||
31 | #region WorkItem Priority | 46 | #region WorkItem Priority |
32 | 47 | ||
33 | public enum WorkItemPriority | 48 | /// <summary> |
34 | { | 49 | /// Defines the availeable priorities of a work item. |
35 | Lowest, | 50 | /// The higher the priority a work item has, the sooner |
36 | BelowNormal, | 51 | /// it will be executed. |
37 | Normal, | 52 | /// </summary> |
38 | AboveNormal, | 53 | public enum WorkItemPriority |
39 | Highest, | 54 | { |
40 | } | 55 | Lowest, |
56 | BelowNormal, | ||
57 | Normal, | ||
58 | AboveNormal, | ||
59 | Highest, | ||
60 | } | ||
61 | |||
62 | #endregion | ||
63 | |||
64 | #region IWorkItemsGroup interface | ||
65 | |||
66 | /// <summary> | ||
67 | /// IWorkItemsGroup interface | ||
68 | /// Created by SmartThreadPool.CreateWorkItemsGroup() | ||
69 | /// </summary> | ||
70 | public interface IWorkItemsGroup | ||
71 | { | ||
72 | /// <summary> | ||
73 | /// Get/Set the name of the WorkItemsGroup | ||
74 | /// </summary> | ||
75 | string Name { get; set; } | ||
41 | 76 | ||
42 | #endregion | 77 | /// <summary> |
78 | /// Get/Set the maximum number of workitem that execute cocurrency on the thread pool | ||
79 | /// </summary> | ||
80 | int Concurrency { get; set; } | ||
81 | |||
82 | /// <summary> | ||
83 | /// Get the number of work items waiting in the queue. | ||
84 | /// </summary> | ||
85 | int WaitingCallbacks { get; } | ||
43 | 86 | ||
44 | #region IHasWorkItemPriority interface | 87 | /// <summary> |
88 | /// Get an array with all the state objects of the currently running items. | ||
89 | /// The array represents a snap shot and impact performance. | ||
90 | /// </summary> | ||
91 | object[] GetStates(); | ||
45 | 92 | ||
46 | public interface IHasWorkItemPriority | 93 | /// <summary> |
47 | { | 94 | /// Get the WorkItemsGroup start information |
48 | WorkItemPriority WorkItemPriority { get; } | 95 | /// </summary> |
49 | } | 96 | WIGStartInfo WIGStartInfo { get; } |
50 | 97 | ||
51 | #endregion | 98 | /// <summary> |
99 | /// Starts to execute work items | ||
100 | /// </summary> | ||
101 | void Start(); | ||
52 | 102 | ||
53 | #region IWorkItemsGroup interface | 103 | /// <summary> |
104 | /// Cancel all the work items. | ||
105 | /// Same as Cancel(false) | ||
106 | /// </summary> | ||
107 | void Cancel(); | ||
54 | 108 | ||
55 | /// <summary> | ||
56 | /// IWorkItemsGroup interface | ||
57 | /// </summary> | ||
58 | public interface IWorkItemsGroup | ||
59 | { | ||
60 | /// <summary> | 109 | /// <summary> |
61 | /// Get/Set the name of the WorkItemsGroup | 110 | /// Cancel all work items using thread abortion |
62 | /// </summary> | 111 | /// </summary> |
63 | string Name { get; set; } | 112 | /// <param name="abortExecution">True to stop work items by raising ThreadAbortException</param> |
113 | void Cancel(bool abortExecution); | ||
64 | 114 | ||
115 | /// <summary> | ||
116 | /// Wait for all work item to complete. | ||
117 | /// </summary> | ||
118 | void WaitForIdle(); | ||
119 | |||
120 | /// <summary> | ||
121 | /// Wait for all work item to complete, until timeout expired | ||
122 | /// </summary> | ||
123 | /// <param name="timeout">How long to wait for the work items to complete</param> | ||
124 | /// <returns>Returns true if work items completed within the timeout, otherwise false.</returns> | ||
125 | bool WaitForIdle(TimeSpan timeout); | ||
126 | |||
127 | /// <summary> | ||
128 | /// Wait for all work item to complete, until timeout expired | ||
129 | /// </summary> | ||
130 | /// <param name="millisecondsTimeout">How long to wait for the work items to complete in milliseconds</param> | ||
131 | /// <returns>Returns true if work items completed within the timeout, otherwise false.</returns> | ||
132 | bool WaitForIdle(int millisecondsTimeout); | ||
133 | |||
134 | /// <summary> | ||
135 | /// IsIdle is true when there are no work items running or queued. | ||
136 | /// </summary> | ||
137 | bool IsIdle { get; } | ||
138 | |||
139 | /// <summary> | ||
140 | /// This event is fired when all work items are completed. | ||
141 | /// (When IsIdle changes to true) | ||
142 | /// This event only work on WorkItemsGroup. On SmartThreadPool | ||
143 | /// it throws the NotImplementedException. | ||
144 | /// </summary> | ||
145 | event WorkItemsGroupIdleHandler OnIdle; | ||
146 | |||
147 | #region QueueWorkItem | ||
148 | |||
149 | /// <summary> | ||
150 | /// Queue a work item | ||
151 | /// </summary> | ||
152 | /// <param name="callback">A callback to execute</param> | ||
153 | /// <returns>Returns a work item result</returns> | ||
65 | IWorkItemResult QueueWorkItem(WorkItemCallback callback); | 154 | IWorkItemResult QueueWorkItem(WorkItemCallback callback); |
155 | |||
156 | /// <summary> | ||
157 | /// Queue a work item | ||
158 | /// </summary> | ||
159 | /// <param name="callback">A callback to execute</param> | ||
160 | /// <param name="workItemPriority">The priority of the work item</param> | ||
161 | /// <returns>Returns a work item result</returns> | ||
66 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority); | 162 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority); |
163 | |||
164 | /// <summary> | ||
165 | /// Queue a work item | ||
166 | /// </summary> | ||
167 | /// <param name="callback">A callback to execute</param> | ||
168 | /// <param name="state"> | ||
169 | /// The context object of the work item. Used for passing arguments to the work item. | ||
170 | /// </param> | ||
171 | /// <returns>Returns a work item result</returns> | ||
67 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state); | 172 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state); |
173 | |||
174 | /// <summary> | ||
175 | /// Queue a work item | ||
176 | /// </summary> | ||
177 | /// <param name="callback">A callback to execute</param> | ||
178 | /// <param name="state"> | ||
179 | /// The context object of the work item. Used for passing arguments to the work item. | ||
180 | /// </param> | ||
181 | /// <param name="workItemPriority">The work item priority</param> | ||
182 | /// <returns>Returns a work item result</returns> | ||
68 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority); | 183 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority); |
184 | |||
185 | /// <summary> | ||
186 | /// Queue a work item | ||
187 | /// </summary> | ||
188 | /// <param name="callback">A callback to execute</param> | ||
189 | /// <param name="state"> | ||
190 | /// The context object of the work item. Used for passing arguments to the work item. | ||
191 | /// </param> | ||
192 | /// <param name="postExecuteWorkItemCallback"> | ||
193 | /// A delegate to call after the callback completion | ||
194 | /// </param> | ||
195 | /// <returns>Returns a work item result</returns> | ||
69 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback); | 196 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback); |
197 | |||
198 | /// <summary> | ||
199 | /// Queue a work item | ||
200 | /// </summary> | ||
201 | /// <param name="callback">A callback to execute</param> | ||
202 | /// <param name="state"> | ||
203 | /// The context object of the work item. Used for passing arguments to the work item. | ||
204 | /// </param> | ||
205 | /// <param name="postExecuteWorkItemCallback"> | ||
206 | /// A delegate to call after the callback completion | ||
207 | /// </param> | ||
208 | /// <param name="workItemPriority">The work item priority</param> | ||
209 | /// <returns>Returns a work item result</returns> | ||
70 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, WorkItemPriority workItemPriority); | 210 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, WorkItemPriority workItemPriority); |
211 | |||
212 | /// <summary> | ||
213 | /// Queue a work item | ||
214 | /// </summary> | ||
215 | /// <param name="callback">A callback to execute</param> | ||
216 | /// <param name="state"> | ||
217 | /// The context object of the work item. Used for passing arguments to the work item. | ||
218 | /// </param> | ||
219 | /// <param name="postExecuteWorkItemCallback"> | ||
220 | /// A delegate to call after the callback completion | ||
221 | /// </param> | ||
222 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
223 | /// <returns>Returns a work item result</returns> | ||
71 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute); | 224 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute); |
225 | |||
226 | /// <summary> | ||
227 | /// Queue a work item | ||
228 | /// </summary> | ||
229 | /// <param name="callback">A callback to execute</param> | ||
230 | /// <param name="state"> | ||
231 | /// The context object of the work item. Used for passing arguments to the work item. | ||
232 | /// </param> | ||
233 | /// <param name="postExecuteWorkItemCallback"> | ||
234 | /// A delegate to call after the callback completion | ||
235 | /// </param> | ||
236 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
237 | /// <param name="workItemPriority">The work item priority</param> | ||
238 | /// <returns>Returns a work item result</returns> | ||
72 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute, WorkItemPriority workItemPriority); | 239 | IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, PostExecuteWorkItemCallback postExecuteWorkItemCallback, CallToPostExecute callToPostExecute, WorkItemPriority workItemPriority); |
73 | 240 | ||
241 | /// <summary> | ||
242 | /// Queue a work item | ||
243 | /// </summary> | ||
244 | /// <param name="workItemInfo">Work item info</param> | ||
245 | /// <param name="callback">A callback to execute</param> | ||
246 | /// <returns>Returns a work item result</returns> | ||
74 | IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback); | 247 | IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback); |
75 | IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state); | ||
76 | |||
77 | void WaitForIdle(); | ||
78 | bool WaitForIdle(TimeSpan timeout); | ||
79 | bool WaitForIdle(int millisecondsTimeout); | ||
80 | 248 | ||
81 | int WaitingCallbacks { get; } | 249 | /// <summary> |
82 | event WorkItemsGroupIdleHandler OnIdle; | 250 | /// Queue a work item |
83 | 251 | /// </summary> | |
84 | void Cancel(); | 252 | /// <param name="workItemInfo">Work item information</param> |
85 | void Start(); | 253 | /// <param name="callback">A callback to execute</param> |
86 | } | 254 | /// <param name="state"> |
255 | /// The context object of the work item. Used for passing arguments to the work item. | ||
256 | /// </param> | ||
257 | /// <returns>Returns a work item result</returns> | ||
258 | IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state); | ||
87 | 259 | ||
88 | #endregion | 260 | #endregion |
89 | 261 | ||
90 | #region CallToPostExecute enumerator | 262 | #region QueueWorkItem(Action<...>) |
91 | 263 | ||
92 | [Flags] | 264 | /// <summary> |
93 | public enum CallToPostExecute | 265 | /// Queue a work item. |
94 | { | 266 | /// </summary> |
95 | Never = 0x00, | 267 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
96 | WhenWorkItemCanceled = 0x01, | 268 | IWorkItemResult QueueWorkItem(Action action); |
97 | WhenWorkItemNotCanceled = 0x02, | ||
98 | Always = WhenWorkItemCanceled | WhenWorkItemNotCanceled, | ||
99 | } | ||
100 | 269 | ||
101 | #endregion | 270 | /// <summary> |
271 | /// Queue a work item. | ||
272 | /// </summary> | ||
273 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> | ||
274 | IWorkItemResult QueueWorkItem (Action action, WorkItemPriority priority); | ||
102 | 275 | ||
103 | #region IWorkItemResult interface | 276 | /// <summary> |
277 | /// Queue a work item. | ||
278 | /// </summary> | ||
279 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> | ||
280 | IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg, WorkItemPriority priority); | ||
104 | 281 | ||
105 | /// <summary> | ||
106 | /// IWorkItemResult interface | ||
107 | /// </summary> | ||
108 | public interface IWorkItemResult | ||
109 | { | ||
110 | /// <summary> | 282 | /// <summary> |
111 | /// Get the result of the work item. | 283 | /// Queue a work item. |
112 | /// If the work item didn't run yet then the caller waits. | ||
113 | /// </summary> | 284 | /// </summary> |
114 | /// <returns>The result of the work item</returns> | 285 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
115 | object GetResult(); | 286 | IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg); |
116 | 287 | ||
117 | /// <summary> | 288 | /// <summary> |
118 | /// Get the result of the work item. | 289 | /// Queue a work item. |
119 | /// If the work item didn't run yet then the caller waits until timeout. | ||
120 | /// </summary> | 290 | /// </summary> |
121 | /// <returns>The result of the work item</returns> | 291 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
122 | /// On timeout throws WorkItemTimeoutException | 292 | IWorkItemResult QueueWorkItem<T1, T2>(Action<T1, T2> action, T1 arg1, T2 arg2); |
123 | object GetResult( | ||
124 | int millisecondsTimeout, | ||
125 | bool exitContext); | ||
126 | 293 | ||
127 | /// <summary> | 294 | /// <summary> |
128 | /// Get the result of the work item. | 295 | /// Queue a work item. |
129 | /// If the work item didn't run yet then the caller waits until timeout. | ||
130 | /// </summary> | 296 | /// </summary> |
131 | /// <returns>The result of the work item</returns> | 297 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
132 | /// On timeout throws WorkItemTimeoutException | 298 | IWorkItemResult QueueWorkItem<T1, T2> (Action<T1, T2> action, T1 arg1, T2 arg2, WorkItemPriority priority); |
133 | object GetResult( | ||
134 | TimeSpan timeout, | ||
135 | bool exitContext); | ||
136 | 299 | ||
137 | void Abort(); | 300 | /// <summary> |
301 | /// Queue a work item. | ||
302 | /// </summary> | ||
303 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> | ||
304 | IWorkItemResult QueueWorkItem<T1, T2, T3>(Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3); | ||
138 | 305 | ||
139 | /// <summary> | 306 | /// <summary> |
140 | /// Get the result of the work item. | 307 | /// Queue a work item. |
141 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
142 | /// </summary> | 308 | /// </summary> |
143 | /// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</param> | 309 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
144 | /// <param name="exitContext"> | 310 | IWorkItemResult QueueWorkItem<T1, T2, T3> (Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3, WorkItemPriority priority); |
145 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
146 | /// </param> | ||
147 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the blocking if needed</param> | ||
148 | /// <returns>The result of the work item</returns> | ||
149 | /// On timeout throws WorkItemTimeoutException | ||
150 | /// On cancel throws WorkItemCancelException | ||
151 | object GetResult( | ||
152 | int millisecondsTimeout, | ||
153 | bool exitContext, | ||
154 | WaitHandle cancelWaitHandle); | ||
155 | 311 | ||
156 | /// <summary> | 312 | /// <summary> |
157 | /// Get the result of the work item. | 313 | /// Queue a work item. |
158 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
159 | /// </summary> | 314 | /// </summary> |
160 | /// <returns>The result of the work item</returns> | 315 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
161 | /// On timeout throws WorkItemTimeoutException | 316 | IWorkItemResult QueueWorkItem<T1, T2, T3, T4>(Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4); |
162 | /// On cancel throws WorkItemCancelException | ||
163 | object GetResult( | ||
164 | TimeSpan timeout, | ||
165 | bool exitContext, | ||
166 | WaitHandle cancelWaitHandle); | ||
167 | 317 | ||
168 | /// <summary> | 318 | /// <summary> |
169 | /// Get the result of the work item. | 319 | /// Queue a work item. |
170 | /// If the work item didn't run yet then the caller waits. | ||
171 | /// </summary> | 320 | /// </summary> |
172 | /// <param name="e">Filled with the exception if one was thrown</param> | 321 | /// <returns>Returns a IWorkItemResult object, but its GetResult() will always return null</returns> |
173 | /// <returns>The result of the work item</returns> | 322 | IWorkItemResult QueueWorkItem<T1, T2, T3, T4> (Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, WorkItemPriority priority); |
174 | object GetResult(out Exception e); | 323 | |
324 | #endregion | ||
325 | |||
326 | #region QueueWorkItem(Func<...>) | ||
175 | 327 | ||
176 | /// <summary> | 328 | /// <summary> |
177 | /// Get the result of the work item. | 329 | /// Queue a work item. |
178 | /// If the work item didn't run yet then the caller waits until timeout. | ||
179 | /// </summary> | 330 | /// </summary> |
180 | /// <param name="e">Filled with the exception if one was thrown</param> | 331 | /// <returns>Returns a IWorkItemResult<TResult> object. |
181 | /// <returns>The result of the work item</returns> | 332 | /// its GetResult() returns a TResult object</returns> |
182 | /// On timeout throws WorkItemTimeoutException | 333 | IWorkItemResult<TResult> QueueWorkItem<TResult>(Func<TResult> func); |
183 | object GetResult( | ||
184 | int millisecondsTimeout, | ||
185 | bool exitContext, | ||
186 | out Exception e); | ||
187 | 334 | ||
188 | /// <summary> | 335 | /// <summary> |
189 | /// Get the result of the work item. | 336 | /// Queue a work item. |
190 | /// If the work item didn't run yet then the caller waits until timeout. | ||
191 | /// </summary> | 337 | /// </summary> |
192 | /// <param name="e">Filled with the exception if one was thrown</param> | 338 | /// <returns>Returns a IWorkItemResult<TResult> object. |
193 | /// <returns>The result of the work item</returns> | 339 | /// its GetResult() returns a TResult object</returns> |
194 | /// On timeout throws WorkItemTimeoutException | 340 | IWorkItemResult<TResult> QueueWorkItem<T, TResult>(Func<T, TResult> func, T arg); |
195 | object GetResult( | ||
196 | TimeSpan timeout, | ||
197 | bool exitContext, | ||
198 | out Exception e); | ||
199 | 341 | ||
200 | /// <summary> | 342 | /// <summary> |
201 | /// Get the result of the work item. | 343 | /// Queue a work item. |
202 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
203 | /// </summary> | 344 | /// </summary> |
204 | /// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</param> | 345 | /// <returns>Returns a IWorkItemResult<TResult> object. |
205 | /// <param name="exitContext"> | 346 | /// its GetResult() returns a TResult object</returns> |
206 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | 347 | IWorkItemResult<TResult> QueueWorkItem<T1, T2, TResult>(Func<T1, T2, TResult> func, T1 arg1, T2 arg2); |
207 | /// </param> | ||
208 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the blocking if needed</param> | ||
209 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
210 | /// <returns>The result of the work item</returns> | ||
211 | /// On timeout throws WorkItemTimeoutException | ||
212 | /// On cancel throws WorkItemCancelException | ||
213 | object GetResult( | ||
214 | int millisecondsTimeout, | ||
215 | bool exitContext, | ||
216 | WaitHandle cancelWaitHandle, | ||
217 | out Exception e); | ||
218 | 348 | ||
219 | /// <summary> | 349 | /// <summary> |
220 | /// Get the result of the work item. | 350 | /// Queue a work item. |
221 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
222 | /// </summary> | 351 | /// </summary> |
223 | /// <returns>The result of the work item</returns> | 352 | /// <returns>Returns a IWorkItemResult<TResult> object. |
224 | /// <param name="e">Filled with the exception if one was thrown</param> | 353 | /// its GetResult() returns a TResult object</returns> |
225 | /// On timeout throws WorkItemTimeoutException | 354 | IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, TResult>(Func<T1, T2, T3, TResult> func, T1 arg1, T2 arg2, T3 arg3); |
226 | /// On cancel throws WorkItemCancelException | ||
227 | object GetResult( | ||
228 | TimeSpan timeout, | ||
229 | bool exitContext, | ||
230 | WaitHandle cancelWaitHandle, | ||
231 | out Exception e); | ||
232 | 355 | ||
233 | /// <summary> | 356 | /// <summary> |
234 | /// Gets an indication whether the asynchronous operation has completed. | 357 | /// Queue a work item. |
235 | /// </summary> | 358 | /// </summary> |
236 | bool IsCompleted { get; } | 359 | /// <returns>Returns a IWorkItemResult<TResult> object. |
360 | /// its GetResult() returns a TResult object</returns> | ||
361 | IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, T4, TResult>(Func<T1, T2, T3, T4, TResult> func, T1 arg1, T2 arg2, T3 arg3, T4 arg4); | ||
362 | |||
363 | #endregion | ||
364 | } | ||
365 | |||
366 | #endregion | ||
237 | 367 | ||
368 | #region CallToPostExecute enumerator | ||
369 | |||
370 | [Flags] | ||
371 | public enum CallToPostExecute | ||
372 | { | ||
238 | /// <summary> | 373 | /// <summary> |
239 | /// Gets an indication whether the asynchronous operation has been canceled. | 374 | /// Never call to the PostExecute call back |
240 | /// </summary> | 375 | /// </summary> |
241 | bool IsCanceled { get; } | 376 | Never = 0x00, |
242 | 377 | ||
243 | /// <summary> | 378 | /// <summary> |
244 | /// Gets a user-defined object that qualifies or contains information about an asynchronous operation. | 379 | /// Call to the PostExecute only when the work item is cancelled |
245 | /// </summary> | 380 | /// </summary> |
246 | object State { get; } | 381 | WhenWorkItemCanceled = 0x01, |
247 | 382 | ||
248 | /// <summary> | 383 | /// <summary> |
249 | /// Cancel the work item if it didn't start running yet. | 384 | /// Call to the PostExecute only when the work item is not cancelled |
250 | /// </summary> | 385 | /// </summary> |
251 | /// <returns>Returns true on success or false if the work item is in progress or already completed</returns> | 386 | WhenWorkItemNotCanceled = 0x02, |
252 | bool Cancel(); | ||
253 | 387 | ||
254 | /// <summary> | 388 | /// <summary> |
255 | /// Get the work item's priority | 389 | /// Always call to the PostExecute |
256 | /// </summary> | 390 | /// </summary> |
257 | WorkItemPriority WorkItemPriority { get; } | 391 | Always = WhenWorkItemCanceled | WhenWorkItemNotCanceled, |
392 | } | ||
393 | |||
394 | #endregion | ||
258 | 395 | ||
396 | #region IWorkItemResult interface | ||
397 | |||
398 | /// <summary> | ||
399 | /// The common interface of IWorkItemResult and IWorkItemResult<T> | ||
400 | /// </summary> | ||
401 | public interface IWaitableResult | ||
402 | { | ||
259 | /// <summary> | 403 | /// <summary> |
260 | /// Return the result, same as GetResult() | 404 | /// This method intent is for internal use. |
261 | /// </summary> | 405 | /// </summary> |
262 | object Result { get; } | 406 | /// <returns></returns> |
407 | IWorkItemResult GetWorkItemResult(); | ||
263 | 408 | ||
264 | /// <summary> | 409 | /// <summary> |
265 | /// Returns the exception if occured otherwise returns null. | 410 | /// This method intent is for internal use. |
266 | /// </summary> | 411 | /// </summary> |
267 | object Exception { get; } | 412 | /// <returns></returns> |
413 | IWorkItemResult<TResult> GetWorkItemResultT<TResult>(); | ||
268 | } | 414 | } |
269 | 415 | ||
416 | /// <summary> | ||
417 | /// IWorkItemResult interface. | ||
418 | /// Created when a WorkItemCallback work item is queued. | ||
419 | /// </summary> | ||
420 | public interface IWorkItemResult : IWorkItemResult<object> | ||
421 | { | ||
422 | } | ||
423 | |||
424 | /// <summary> | ||
425 | /// IWorkItemResult<TResult> interface. | ||
426 | /// Created when a Func<TResult> work item is queued. | ||
427 | /// </summary> | ||
428 | public interface IWorkItemResult<TResult> : IWaitableResult | ||
429 | { | ||
430 | /// <summary> | ||
431 | /// Get the result of the work item. | ||
432 | /// If the work item didn't run yet then the caller waits. | ||
433 | /// </summary> | ||
434 | /// <returns>The result of the work item</returns> | ||
435 | TResult GetResult(); | ||
436 | |||
437 | /// <summary> | ||
438 | /// Get the result of the work item. | ||
439 | /// If the work item didn't run yet then the caller waits until timeout. | ||
440 | /// </summary> | ||
441 | /// <returns>The result of the work item</returns> | ||
442 | /// On timeout throws WorkItemTimeoutException | ||
443 | TResult GetResult( | ||
444 | int millisecondsTimeout, | ||
445 | bool exitContext); | ||
446 | |||
447 | /// <summary> | ||
448 | /// Get the result of the work item. | ||
449 | /// If the work item didn't run yet then the caller waits until timeout. | ||
450 | /// </summary> | ||
451 | /// <returns>The result of the work item</returns> | ||
452 | /// On timeout throws WorkItemTimeoutException | ||
453 | TResult GetResult( | ||
454 | TimeSpan timeout, | ||
455 | bool exitContext); | ||
456 | |||
457 | /// <summary> | ||
458 | /// Get the result of the work item. | ||
459 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
460 | /// </summary> | ||
461 | /// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</param> | ||
462 | /// <param name="exitContext"> | ||
463 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
464 | /// </param> | ||
465 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the blocking if needed</param> | ||
466 | /// <returns>The result of the work item</returns> | ||
467 | /// On timeout throws WorkItemTimeoutException | ||
468 | /// On cancel throws WorkItemCancelException | ||
469 | TResult GetResult( | ||
470 | int millisecondsTimeout, | ||
471 | bool exitContext, | ||
472 | WaitHandle cancelWaitHandle); | ||
473 | |||
474 | /// <summary> | ||
475 | /// Get the result of the work item. | ||
476 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
477 | /// </summary> | ||
478 | /// <returns>The result of the work item</returns> | ||
479 | /// On timeout throws WorkItemTimeoutException | ||
480 | /// On cancel throws WorkItemCancelException | ||
481 | TResult GetResult( | ||
482 | TimeSpan timeout, | ||
483 | bool exitContext, | ||
484 | WaitHandle cancelWaitHandle); | ||
485 | |||
486 | /// <summary> | ||
487 | /// Get the result of the work item. | ||
488 | /// If the work item didn't run yet then the caller waits. | ||
489 | /// </summary> | ||
490 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
491 | /// <returns>The result of the work item</returns> | ||
492 | TResult GetResult(out Exception e); | ||
493 | |||
494 | /// <summary> | ||
495 | /// Get the result of the work item. | ||
496 | /// If the work item didn't run yet then the caller waits until timeout. | ||
497 | /// </summary> | ||
498 | /// <param name="millisecondsTimeout"></param> | ||
499 | /// <param name="exitContext"></param> | ||
500 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
501 | /// <returns>The result of the work item</returns> | ||
502 | /// On timeout throws WorkItemTimeoutException | ||
503 | TResult GetResult( | ||
504 | int millisecondsTimeout, | ||
505 | bool exitContext, | ||
506 | out Exception e); | ||
507 | |||
508 | /// <summary> | ||
509 | /// Get the result of the work item. | ||
510 | /// If the work item didn't run yet then the caller waits until timeout. | ||
511 | /// </summary> | ||
512 | /// <param name="exitContext"></param> | ||
513 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
514 | /// <param name="timeout"></param> | ||
515 | /// <returns>The result of the work item</returns> | ||
516 | /// On timeout throws WorkItemTimeoutException | ||
517 | TResult GetResult( | ||
518 | TimeSpan timeout, | ||
519 | bool exitContext, | ||
520 | out Exception e); | ||
521 | |||
522 | /// <summary> | ||
523 | /// Get the result of the work item. | ||
524 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
525 | /// </summary> | ||
526 | /// <param name="millisecondsTimeout">Timeout in milliseconds, or -1 for infinite</param> | ||
527 | /// <param name="exitContext"> | ||
528 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
529 | /// </param> | ||
530 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the blocking if needed</param> | ||
531 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
532 | /// <returns>The result of the work item</returns> | ||
533 | /// On timeout throws WorkItemTimeoutException | ||
534 | /// On cancel throws WorkItemCancelException | ||
535 | TResult GetResult( | ||
536 | int millisecondsTimeout, | ||
537 | bool exitContext, | ||
538 | WaitHandle cancelWaitHandle, | ||
539 | out Exception e); | ||
540 | |||
541 | /// <summary> | ||
542 | /// Get the result of the work item. | ||
543 | /// If the work item didn't run yet then the caller waits until timeout or until the cancelWaitHandle is signaled. | ||
544 | /// </summary> | ||
545 | /// <returns>The result of the work item</returns> | ||
546 | /// <param name="cancelWaitHandle"></param> | ||
547 | /// <param name="e">Filled with the exception if one was thrown</param> | ||
548 | /// <param name="timeout"></param> | ||
549 | /// <param name="exitContext"></param> | ||
550 | /// On timeout throws WorkItemTimeoutException | ||
551 | /// On cancel throws WorkItemCancelException | ||
552 | TResult GetResult( | ||
553 | TimeSpan timeout, | ||
554 | bool exitContext, | ||
555 | WaitHandle cancelWaitHandle, | ||
556 | out Exception e); | ||
557 | |||
558 | /// <summary> | ||
559 | /// Gets an indication whether the asynchronous operation has completed. | ||
560 | /// </summary> | ||
561 | bool IsCompleted { get; } | ||
562 | |||
563 | /// <summary> | ||
564 | /// Gets an indication whether the asynchronous operation has been canceled. | ||
565 | /// </summary> | ||
566 | bool IsCanceled { get; } | ||
567 | |||
568 | /// <summary> | ||
569 | /// Gets the user-defined object that contains context data | ||
570 | /// for the work item method. | ||
571 | /// </summary> | ||
572 | object State { get; } | ||
573 | |||
574 | /// <summary> | ||
575 | /// Same as Cancel(false). | ||
576 | /// </summary> | ||
577 | bool Cancel(); | ||
578 | |||
579 | /// <summary> | ||
580 | /// Cancel the work item execution. | ||
581 | /// If the work item is in the queue then it won't execute | ||
582 | /// If the work item is completed, it will remain completed | ||
583 | /// If the work item is in progress then the user can check the SmartThreadPool.IsWorkItemCanceled | ||
584 | /// property to check if the work item has been cancelled. If the abortExecution is set to true then | ||
585 | /// the Smart Thread Pool will send an AbortException to the running thread to stop the execution | ||
586 | /// of the work item. When an in progress work item is canceled its GetResult will throw WorkItemCancelException. | ||
587 | /// If the work item is already cancelled it will remain cancelled | ||
588 | /// </summary> | ||
589 | /// <param name="abortExecution">When true send an AbortException to the executing thread.</param> | ||
590 | /// <returns>Returns true if the work item was not completed, otherwise false.</returns> | ||
591 | bool Cancel(bool abortExecution); | ||
592 | |||
593 | /// <summary> | ||
594 | /// Get the work item's priority | ||
595 | /// </summary> | ||
596 | WorkItemPriority WorkItemPriority { get; } | ||
597 | |||
598 | /// <summary> | ||
599 | /// Return the result, same as GetResult() | ||
600 | /// </summary> | ||
601 | TResult Result { get; } | ||
602 | |||
603 | /// <summary> | ||
604 | /// Returns the exception if occured otherwise returns null. | ||
605 | /// </summary> | ||
606 | object Exception { get; } | ||
607 | } | ||
608 | |||
609 | #endregion | ||
610 | |||
611 | #region .NET 3.5 | ||
612 | |||
613 | // All these delegate are built-in .NET 3.5 | ||
614 | // Comment/Remove them when compiling to .NET 3.5 to avoid ambiguity. | ||
615 | |||
616 | public delegate void Action(); | ||
617 | public delegate void Action<T1, T2>(T1 arg1, T2 arg2); | ||
618 | public delegate void Action<T1, T2, T3>(T1 arg1, T2 arg2, T3 arg3); | ||
619 | public delegate void Action<T1, T2, T3, T4>(T1 arg1, T2 arg2, T3 arg3, T4 arg4); | ||
620 | |||
621 | public delegate TResult Func<TResult>(); | ||
622 | public delegate TResult Func<T, TResult>(T arg1); | ||
623 | public delegate TResult Func<T1, T2, TResult>(T1 arg1, T2 arg2); | ||
624 | public delegate TResult Func<T1, T2, T3, TResult>(T1 arg1, T2 arg2, T3 arg3); | ||
625 | public delegate TResult Func<T1, T2, T3, T4, TResult>(T1 arg1, T2 arg2, T3 arg3, T4 arg4); | ||
626 | |||
270 | #endregion | 627 | #endregion |
271 | } | 628 | } |
diff --git a/ThirdParty/SmartThreadPool/InternalInterfaces.cs b/ThirdParty/SmartThreadPool/InternalInterfaces.cs new file mode 100644 index 0000000..0072e10 --- /dev/null +++ b/ThirdParty/SmartThreadPool/InternalInterfaces.cs | |||
@@ -0,0 +1,27 @@ | |||
1 | |||
2 | namespace Amib.Threading.Internal | ||
3 | { | ||
4 | /// <summary> | ||
5 | /// An internal delegate to call when the WorkItem starts or completes | ||
6 | /// </summary> | ||
7 | internal delegate void WorkItemStateCallback(WorkItem workItem); | ||
8 | |||
9 | internal interface IInternalWorkItemResult | ||
10 | { | ||
11 | event WorkItemStateCallback OnWorkItemStarted; | ||
12 | event WorkItemStateCallback OnWorkItemCompleted; | ||
13 | } | ||
14 | |||
15 | internal interface IInternalWaitableResult | ||
16 | { | ||
17 | /// <summary> | ||
18 | /// This method is intent for internal use. | ||
19 | /// </summary> | ||
20 | IWorkItemResult GetWorkItemResult(); | ||
21 | } | ||
22 | |||
23 | public interface IHasWorkItemPriority | ||
24 | { | ||
25 | WorkItemPriority WorkItemPriority { get; } | ||
26 | } | ||
27 | } | ||
diff --git a/ThirdParty/SmartThreadPool/PriorityQueue.cs b/ThirdParty/SmartThreadPool/PriorityQueue.cs index 63d5e84..409c879 100644 --- a/ThirdParty/SmartThreadPool/PriorityQueue.cs +++ b/ThirdParty/SmartThreadPool/PriorityQueue.cs | |||
@@ -1,240 +1,239 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
5 | using System.Collections; | 2 | using System.Collections; |
3 | using System.Collections.Generic; | ||
6 | using System.Diagnostics; | 4 | using System.Diagnostics; |
7 | 5 | ||
8 | namespace Amib.Threading.Internal | 6 | namespace Amib.Threading.Internal |
9 | { | 7 | { |
10 | #region PriorityQueue class | 8 | #region PriorityQueue class |
11 | 9 | ||
12 | /// <summary> | 10 | /// <summary> |
13 | /// PriorityQueue class | 11 | /// PriorityQueue class |
14 | /// This class is not thread safe because we use external lock | 12 | /// This class is not thread safe because we use external lock |
15 | /// </summary> | 13 | /// </summary> |
16 | public sealed class PriorityQueue : IEnumerable | 14 | public sealed class PriorityQueue : IEnumerable |
17 | { | 15 | { |
18 | #region Private members | 16 | #region Private members |
19 | 17 | ||
20 | /// <summary> | 18 | /// <summary> |
21 | /// The number of queues, there is one for each type of priority | 19 | /// The number of queues, there is one for each type of priority |
22 | /// </summary> | 20 | /// </summary> |
23 | private const int _queuesCount = WorkItemPriority.Highest-WorkItemPriority.Lowest+1; | 21 | private const int _queuesCount = WorkItemPriority.Highest-WorkItemPriority.Lowest+1; |
24 | 22 | ||
25 | /// <summary> | 23 | /// <summary> |
26 | /// Work items queues. There is one for each type of priority | 24 | /// Work items queues. There is one for each type of priority |
27 | /// </summary> | 25 | /// </summary> |
28 | private Queue [] _queues = new Queue[_queuesCount]; | 26 | private readonly LinkedList<IHasWorkItemPriority>[] _queues = new LinkedList<IHasWorkItemPriority>[_queuesCount]; |
29 | 27 | ||
30 | /// <summary> | 28 | /// <summary> |
31 | /// The total number of work items within the queues | 29 | /// The total number of work items within the queues |
32 | /// </summary> | 30 | /// </summary> |
33 | private int _workItemsCount = 0; | 31 | private int _workItemsCount; |
34 | 32 | ||
35 | /// <summary> | 33 | /// <summary> |
36 | /// Use with IEnumerable interface | 34 | /// Use with IEnumerable interface |
37 | /// </summary> | 35 | /// </summary> |
38 | private int _version = 0; | 36 | private int _version; |
39 | 37 | ||
40 | #endregion | 38 | #endregion |
41 | 39 | ||
42 | #region Contructor | 40 | #region Contructor |
43 | 41 | ||
44 | public PriorityQueue() | 42 | public PriorityQueue() |
45 | { | 43 | { |
46 | for(int i = 0; i < _queues.Length; ++i) | 44 | for(int i = 0; i < _queues.Length; ++i) |
47 | { | 45 | { |
48 | _queues[i] = new Queue(); | 46 | _queues[i] = new LinkedList<IHasWorkItemPriority>(); |
49 | } | 47 | } |
50 | } | 48 | } |
51 | 49 | ||
52 | #endregion | 50 | #endregion |
53 | 51 | ||
54 | #region Methods | 52 | #region Methods |
55 | 53 | ||
56 | /// <summary> | 54 | /// <summary> |
57 | /// Enqueue a work item. | 55 | /// Enqueue a work item. |
58 | /// </summary> | 56 | /// </summary> |
59 | /// <param name="workItem">A work item</param> | 57 | /// <param name="workItem">A work item</param> |
60 | public void Enqueue(IHasWorkItemPriority workItem) | 58 | public void Enqueue(IHasWorkItemPriority workItem) |
61 | { | 59 | { |
62 | Debug.Assert(null != workItem); | 60 | Debug.Assert(null != workItem); |
63 | 61 | ||
64 | int queueIndex = _queuesCount-(int)workItem.WorkItemPriority-1; | 62 | int queueIndex = _queuesCount-(int)workItem.WorkItemPriority-1; |
65 | Debug.Assert(queueIndex >= 0); | 63 | Debug.Assert(queueIndex >= 0); |
66 | Debug.Assert(queueIndex < _queuesCount); | 64 | Debug.Assert(queueIndex < _queuesCount); |
67 | 65 | ||
68 | _queues[queueIndex].Enqueue(workItem); | 66 | _queues[queueIndex].AddLast(workItem); |
69 | ++_workItemsCount; | 67 | ++_workItemsCount; |
70 | ++_version; | 68 | ++_version; |
71 | } | 69 | } |
72 | 70 | ||
73 | /// <summary> | 71 | /// <summary> |
74 | /// Dequeque a work item. | 72 | /// Dequeque a work item. |
75 | /// </summary> | 73 | /// </summary> |
76 | /// <returns>Returns the next work item</returns> | 74 | /// <returns>Returns the next work item</returns> |
77 | public IHasWorkItemPriority Dequeue() | 75 | public IHasWorkItemPriority Dequeue() |
78 | { | 76 | { |
79 | IHasWorkItemPriority workItem = null; | 77 | IHasWorkItemPriority workItem = null; |
80 | 78 | ||
81 | if(_workItemsCount > 0) | 79 | if(_workItemsCount > 0) |
82 | { | 80 | { |
83 | int queueIndex = GetNextNonEmptyQueue(-1); | 81 | int queueIndex = GetNextNonEmptyQueue(-1); |
84 | Debug.Assert(queueIndex >= 0); | 82 | Debug.Assert(queueIndex >= 0); |
85 | workItem = _queues[queueIndex].Dequeue() as IHasWorkItemPriority; | 83 | workItem = _queues[queueIndex].First.Value; |
86 | Debug.Assert(null != workItem); | 84 | _queues[queueIndex].RemoveFirst(); |
87 | --_workItemsCount; | 85 | Debug.Assert(null != workItem); |
88 | ++_version; | 86 | --_workItemsCount; |
89 | } | 87 | ++_version; |
90 | 88 | } | |
91 | return workItem; | 89 | |
92 | } | 90 | return workItem; |
93 | 91 | } | |
94 | /// <summary> | 92 | |
95 | /// Find the next non empty queue starting at queue queueIndex+1 | 93 | /// <summary> |
96 | /// </summary> | 94 | /// Find the next non empty queue starting at queue queueIndex+1 |
97 | /// <param name="queueIndex">The index-1 to start from</param> | 95 | /// </summary> |
98 | /// <returns> | 96 | /// <param name="queueIndex">The index-1 to start from</param> |
99 | /// The index of the next non empty queue or -1 if all the queues are empty | 97 | /// <returns> |
100 | /// </returns> | 98 | /// The index of the next non empty queue or -1 if all the queues are empty |
101 | private int GetNextNonEmptyQueue(int queueIndex) | 99 | /// </returns> |
102 | { | 100 | private int GetNextNonEmptyQueue(int queueIndex) |
103 | for(int i = queueIndex+1; i < _queuesCount; ++i) | 101 | { |
104 | { | 102 | for(int i = queueIndex+1; i < _queuesCount; ++i) |
105 | if(_queues[i].Count > 0) | 103 | { |
106 | { | 104 | if(_queues[i].Count > 0) |
107 | return i; | 105 | { |
108 | } | 106 | return i; |
109 | } | 107 | } |
110 | return -1; | 108 | } |
111 | } | 109 | return -1; |
112 | 110 | } | |
113 | /// <summary> | 111 | |
114 | /// The number of work items | 112 | /// <summary> |
115 | /// </summary> | 113 | /// The number of work items |
116 | public int Count | 114 | /// </summary> |
117 | { | 115 | public int Count |
118 | get | 116 | { |
119 | { | 117 | get |
120 | return _workItemsCount; | 118 | { |
121 | } | 119 | return _workItemsCount; |
122 | } | 120 | } |
123 | 121 | } | |
124 | /// <summary> | 122 | |
125 | /// Clear all the work items | 123 | /// <summary> |
126 | /// </summary> | 124 | /// Clear all the work items |
127 | public void Clear() | 125 | /// </summary> |
128 | { | 126 | public void Clear() |
129 | if (_workItemsCount > 0) | 127 | { |
130 | { | 128 | if (_workItemsCount > 0) |
131 | foreach(Queue queue in _queues) | 129 | { |
132 | { | 130 | foreach(LinkedList<IHasWorkItemPriority> queue in _queues) |
133 | queue.Clear(); | 131 | { |
134 | } | 132 | queue.Clear(); |
135 | _workItemsCount = 0; | 133 | } |
136 | ++_version; | 134 | _workItemsCount = 0; |
137 | } | 135 | ++_version; |
138 | } | 136 | } |
139 | 137 | } | |
140 | #endregion | 138 | |
141 | 139 | #endregion | |
142 | #region IEnumerable Members | 140 | |
143 | 141 | #region IEnumerable Members | |
144 | /// <summary> | 142 | |
145 | /// Returns an enumerator to iterate over the work items | 143 | /// <summary> |
146 | /// </summary> | 144 | /// Returns an enumerator to iterate over the work items |
147 | /// <returns>Returns an enumerator</returns> | 145 | /// </summary> |
148 | public IEnumerator GetEnumerator() | 146 | /// <returns>Returns an enumerator</returns> |
149 | { | 147 | public IEnumerator GetEnumerator() |
150 | return new PriorityQueueEnumerator(this); | 148 | { |
151 | } | 149 | return new PriorityQueueEnumerator(this); |
152 | 150 | } | |
153 | #endregion | 151 | |
154 | 152 | #endregion | |
155 | #region PriorityQueueEnumerator | 153 | |
156 | 154 | #region PriorityQueueEnumerator | |
157 | /// <summary> | 155 | |
158 | /// The class the implements the enumerator | 156 | /// <summary> |
159 | /// </summary> | 157 | /// The class the implements the enumerator |
160 | private class PriorityQueueEnumerator : IEnumerator | 158 | /// </summary> |
161 | { | 159 | private class PriorityQueueEnumerator : IEnumerator |
162 | private PriorityQueue _priorityQueue; | 160 | { |
163 | private int _version; | 161 | private readonly PriorityQueue _priorityQueue; |
164 | private int _queueIndex; | 162 | private int _version; |
165 | private IEnumerator _enumerator; | 163 | private int _queueIndex; |
166 | 164 | private IEnumerator _enumerator; | |
167 | public PriorityQueueEnumerator(PriorityQueue priorityQueue) | 165 | |
168 | { | 166 | public PriorityQueueEnumerator(PriorityQueue priorityQueue) |
169 | _priorityQueue = priorityQueue; | 167 | { |
170 | _version = _priorityQueue._version; | 168 | _priorityQueue = priorityQueue; |
171 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1); | 169 | _version = _priorityQueue._version; |
172 | if (_queueIndex >= 0) | 170 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1); |
173 | { | 171 | if (_queueIndex >= 0) |
174 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); | 172 | { |
175 | } | 173 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); |
176 | else | 174 | } |
177 | { | 175 | else |
178 | _enumerator = null; | 176 | { |
179 | } | 177 | _enumerator = null; |
180 | } | 178 | } |
181 | 179 | } | |
182 | #region IEnumerator Members | 180 | |
183 | 181 | #region IEnumerator Members | |
184 | public void Reset() | 182 | |
185 | { | 183 | public void Reset() |
186 | _version = _priorityQueue._version; | 184 | { |
187 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1); | 185 | _version = _priorityQueue._version; |
188 | if (_queueIndex >= 0) | 186 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(-1); |
189 | { | 187 | if (_queueIndex >= 0) |
190 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); | 188 | { |
191 | } | 189 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); |
192 | else | 190 | } |
193 | { | 191 | else |
194 | _enumerator = null; | 192 | { |
195 | } | 193 | _enumerator = null; |
196 | } | 194 | } |
197 | 195 | } | |
198 | public object Current | 196 | |
199 | { | 197 | public object Current |
200 | get | 198 | { |
201 | { | 199 | get |
202 | Debug.Assert(null != _enumerator); | 200 | { |
203 | return _enumerator.Current; | 201 | Debug.Assert(null != _enumerator); |
204 | } | 202 | return _enumerator.Current; |
205 | } | 203 | } |
206 | 204 | } | |
207 | public bool MoveNext() | 205 | |
208 | { | 206 | public bool MoveNext() |
209 | if (null == _enumerator) | 207 | { |
210 | { | 208 | if (null == _enumerator) |
211 | return false; | 209 | { |
212 | } | 210 | return false; |
213 | 211 | } | |
214 | if(_version != _priorityQueue._version) | 212 | |
215 | { | 213 | if(_version != _priorityQueue._version) |
216 | throw new InvalidOperationException("The collection has been modified"); | 214 | { |
217 | 215 | throw new InvalidOperationException("The collection has been modified"); | |
218 | } | 216 | |
219 | if (!_enumerator.MoveNext()) | 217 | } |
220 | { | 218 | if (!_enumerator.MoveNext()) |
221 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(_queueIndex); | 219 | { |
222 | if(-1 == _queueIndex) | 220 | _queueIndex = _priorityQueue.GetNextNonEmptyQueue(_queueIndex); |
223 | { | 221 | if(-1 == _queueIndex) |
224 | return false; | 222 | { |
225 | } | 223 | return false; |
226 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); | 224 | } |
227 | _enumerator.MoveNext(); | 225 | _enumerator = _priorityQueue._queues[_queueIndex].GetEnumerator(); |
228 | return true; | 226 | _enumerator.MoveNext(); |
229 | } | 227 | return true; |
230 | return true; | 228 | } |
231 | } | 229 | return true; |
232 | 230 | } | |
233 | #endregion | 231 | |
234 | } | 232 | #endregion |
235 | 233 | } | |
236 | #endregion | 234 | |
237 | } | 235 | #endregion |
238 | 236 | } | |
239 | #endregion | 237 | |
238 | #endregion | ||
240 | } | 239 | } |
diff --git a/ThirdParty/SmartThreadPool/Properties/AssemblyInfo.cs b/ThirdParty/SmartThreadPool/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..4728c1f --- /dev/null +++ b/ThirdParty/SmartThreadPool/Properties/AssemblyInfo.cs | |||
@@ -0,0 +1,23 @@ | |||
1 | using System.Reflection; | ||
2 | using System.Runtime.CompilerServices; | ||
3 | using System.Runtime.InteropServices; | ||
4 | |||
5 | [assembly: AssemblyTitle("Amib.Threading")] | ||
6 | [assembly: AssemblyDescription("Smart Thread Pool")] | ||
7 | [assembly: AssemblyConfiguration("")] | ||
8 | [assembly: AssemblyCompany("")] | ||
9 | [assembly: AssemblyProduct("Amib.Threading")] | ||
10 | [assembly: AssemblyCopyright("")] | ||
11 | [assembly: AssemblyTrademark("")] | ||
12 | [assembly: AssemblyCulture("")] | ||
13 | [assembly: ComVisible(false)] | ||
14 | [assembly: Guid("c764a3de-c4f8-434d-85b5-a09830d1e44f")] | ||
15 | [assembly: AssemblyVersion("2.2.3.0")] | ||
16 | |||
17 | #if (_PUBLISH) | ||
18 | [assembly: InternalsVisibleTo("STPTests,PublicKey=00240000048000009400000006020000002400005253413100040000010001004fe3d39add741ba7c8d52cd1eb0d94c7d79060ad956cbaff0e51c1dce94db10356b261778bc1ac3114b3218434da6fcd8416dd5507653809598f7d2afc422099ce4f6b7b0477f18e6c57c727ef2a7ab6ee56e6b4589fe44cb0e25f2875a3c65ab0383ee33c4dd93023f7ce1218bebc8b7a9a1dac878938f5c4f45ea74b6bd8ad")] | ||
19 | #else | ||
20 | [assembly: InternalsVisibleTo("STPTests")] | ||
21 | #endif | ||
22 | |||
23 | |||
diff --git a/ThirdParty/SmartThreadPool/SLExt.cs b/ThirdParty/SmartThreadPool/SLExt.cs new file mode 100644 index 0000000..23a60bc --- /dev/null +++ b/ThirdParty/SmartThreadPool/SLExt.cs | |||
@@ -0,0 +1,16 @@ | |||
1 | #if _SILVERLIGHT | ||
2 | |||
3 | using System.Threading; | ||
4 | |||
5 | namespace Amib.Threading | ||
6 | { | ||
7 | public enum ThreadPriority | ||
8 | { | ||
9 | Lowest, | ||
10 | BelowNormal, | ||
11 | Normal, | ||
12 | AboveNormal, | ||
13 | Highest, | ||
14 | } | ||
15 | } | ||
16 | #endif | ||
diff --git a/ThirdParty/SmartThreadPool/STPEventWaitHandle.cs b/ThirdParty/SmartThreadPool/STPEventWaitHandle.cs new file mode 100644 index 0000000..9b17f69 --- /dev/null +++ b/ThirdParty/SmartThreadPool/STPEventWaitHandle.cs | |||
@@ -0,0 +1,62 @@ | |||
1 | #if !(_WINDOWS_CE) | ||
2 | |||
3 | using System; | ||
4 | using System.Threading; | ||
5 | |||
6 | namespace Amib.Threading.Internal | ||
7 | { | ||
8 | #if _WINDOWS || WINDOWS_PHONE | ||
9 | internal static class STPEventWaitHandle | ||
10 | { | ||
11 | public const int WaitTimeout = Timeout.Infinite; | ||
12 | |||
13 | internal static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
14 | { | ||
15 | return WaitHandle.WaitAll(waitHandles, millisecondsTimeout); | ||
16 | } | ||
17 | |||
18 | internal static int WaitAny(WaitHandle[] waitHandles) | ||
19 | { | ||
20 | return WaitHandle.WaitAny(waitHandles); | ||
21 | } | ||
22 | |||
23 | internal static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
24 | { | ||
25 | return WaitHandle.WaitAny(waitHandles, millisecondsTimeout); | ||
26 | } | ||
27 | |||
28 | internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext) | ||
29 | { | ||
30 | return waitHandle.WaitOne(millisecondsTimeout); | ||
31 | } | ||
32 | } | ||
33 | #else | ||
34 | internal static class STPEventWaitHandle | ||
35 | { | ||
36 | public const int WaitTimeout = Timeout.Infinite; | ||
37 | |||
38 | internal static bool WaitAll(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
39 | { | ||
40 | return WaitHandle.WaitAll(waitHandles, millisecondsTimeout, exitContext); | ||
41 | } | ||
42 | |||
43 | internal static int WaitAny(WaitHandle[] waitHandles) | ||
44 | { | ||
45 | return WaitHandle.WaitAny(waitHandles); | ||
46 | } | ||
47 | |||
48 | internal static int WaitAny(WaitHandle[] waitHandles, int millisecondsTimeout, bool exitContext) | ||
49 | { | ||
50 | return WaitHandle.WaitAny(waitHandles, millisecondsTimeout, exitContext); | ||
51 | } | ||
52 | |||
53 | internal static bool WaitOne(WaitHandle waitHandle, int millisecondsTimeout, bool exitContext) | ||
54 | { | ||
55 | return waitHandle.WaitOne(millisecondsTimeout, exitContext); | ||
56 | } | ||
57 | } | ||
58 | #endif | ||
59 | |||
60 | } | ||
61 | |||
62 | #endif \ No newline at end of file | ||
diff --git a/ThirdParty/SmartThreadPool/STPPerformanceCounter.cs b/ThirdParty/SmartThreadPool/STPPerformanceCounter.cs index 077cf17..0663d1d 100644 --- a/ThirdParty/SmartThreadPool/STPPerformanceCounter.cs +++ b/ThirdParty/SmartThreadPool/STPPerformanceCounter.cs | |||
@@ -1,354 +1,448 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Diagnostics; | 2 | using System.Diagnostics; |
3 | using System.Threading; | ||
4 | |||
5 | namespace Amib.Threading | ||
6 | { | ||
7 | public interface ISTPPerformanceCountersReader | ||
8 | { | ||
9 | long InUseThreads { get; } | ||
10 | long ActiveThreads { get; } | ||
11 | long WorkItemsQueued { get; } | ||
12 | long WorkItemsProcessed { get; } | ||
13 | } | ||
14 | } | ||
3 | 15 | ||
4 | namespace Amib.Threading.Internal | 16 | namespace Amib.Threading.Internal |
5 | { | 17 | { |
6 | internal enum STPPerformanceCounterType | 18 | internal interface ISTPInstancePerformanceCounters : IDisposable |
7 | { | 19 | { |
8 | // Fields | 20 | void Close(); |
9 | ActiveThreads = 0, | 21 | void SampleThreads(long activeThreads, long inUseThreads); |
10 | InUseThreads = 1, | 22 | void SampleWorkItems(long workItemsQueued, long workItemsProcessed); |
11 | OverheadThreads = 2, | 23 | void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime); |
12 | OverheadThreadsPercent = 3, | 24 | void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime); |
13 | OverheadThreadsPercentBase = 4, | 25 | } |
26 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
14 | 27 | ||
15 | WorkItems = 5, | 28 | internal enum STPPerformanceCounterType |
16 | WorkItemsInQueue = 6, | 29 | { |
17 | WorkItemsProcessed = 7, | 30 | // Fields |
31 | ActiveThreads = 0, | ||
32 | InUseThreads = 1, | ||
33 | OverheadThreads = 2, | ||
34 | OverheadThreadsPercent = 3, | ||
35 | OverheadThreadsPercentBase = 4, | ||
18 | 36 | ||
19 | WorkItemsQueuedPerSecond = 8, | 37 | WorkItems = 5, |
20 | WorkItemsProcessedPerSecond = 9, | 38 | WorkItemsInQueue = 6, |
39 | WorkItemsProcessed = 7, | ||
21 | 40 | ||
22 | AvgWorkItemWaitTime = 10, | 41 | WorkItemsQueuedPerSecond = 8, |
23 | AvgWorkItemWaitTimeBase = 11, | 42 | WorkItemsProcessedPerSecond = 9, |
24 | 43 | ||
25 | AvgWorkItemProcessTime = 12, | 44 | AvgWorkItemWaitTime = 10, |
26 | AvgWorkItemProcessTimeBase = 13, | 45 | AvgWorkItemWaitTimeBase = 11, |
27 | 46 | ||
28 | WorkItemsGroups = 14, | 47 | AvgWorkItemProcessTime = 12, |
48 | AvgWorkItemProcessTimeBase = 13, | ||
29 | 49 | ||
30 | LastCounter = 14, | 50 | WorkItemsGroups = 14, |
31 | } | ||
32 | |||
33 | 51 | ||
34 | /// <summary> | 52 | LastCounter = 14, |
35 | /// Summary description for STPPerformanceCounter. | 53 | } |
36 | /// </summary> | 54 | |
37 | internal class STPPerformanceCounter | ||
38 | { | ||
39 | // Fields | ||
40 | private PerformanceCounterType _pcType; | ||
41 | protected string _counterHelp; | ||
42 | protected string _counterName; | ||
43 | |||
44 | // Methods | ||
45 | public STPPerformanceCounter( | ||
46 | string counterName, | ||
47 | string counterHelp, | ||
48 | PerformanceCounterType pcType) | ||
49 | { | ||
50 | this._counterName = counterName; | ||
51 | this._counterHelp = counterHelp; | ||
52 | this._pcType = pcType; | ||
53 | } | ||
54 | |||
55 | public void AddCounterToCollection(CounterCreationDataCollection counterData) | ||
56 | { | ||
57 | CounterCreationData counterCreationData = new CounterCreationData( | ||
58 | _counterName, | ||
59 | _counterHelp, | ||
60 | _pcType); | ||
61 | 55 | ||
62 | counterData.Add(counterCreationData); | 56 | /// <summary> |
63 | } | 57 | /// Summary description for STPPerformanceCounter. |
58 | /// </summary> | ||
59 | internal class STPPerformanceCounter | ||
60 | { | ||
61 | // Fields | ||
62 | private readonly PerformanceCounterType _pcType; | ||
63 | protected string _counterHelp; | ||
64 | protected string _counterName; | ||
65 | |||
66 | // Methods | ||
67 | public STPPerformanceCounter( | ||
68 | string counterName, | ||
69 | string counterHelp, | ||
70 | PerformanceCounterType pcType) | ||
71 | { | ||
72 | _counterName = counterName; | ||
73 | _counterHelp = counterHelp; | ||
74 | _pcType = pcType; | ||
75 | } | ||
76 | |||
77 | public void AddCounterToCollection(CounterCreationDataCollection counterData) | ||
78 | { | ||
79 | CounterCreationData counterCreationData = new CounterCreationData( | ||
80 | _counterName, | ||
81 | _counterHelp, | ||
82 | _pcType); | ||
83 | |||
84 | counterData.Add(counterCreationData); | ||
85 | } | ||
86 | |||
87 | // Properties | ||
88 | public string Name | ||
89 | { | ||
90 | get | ||
91 | { | ||
92 | return _counterName; | ||
93 | } | ||
94 | } | ||
95 | } | ||
96 | |||
97 | internal class STPPerformanceCounters | ||
98 | { | ||
99 | // Fields | ||
100 | internal STPPerformanceCounter[] _stpPerformanceCounters; | ||
101 | private static readonly STPPerformanceCounters _instance; | ||
102 | internal const string _stpCategoryHelp = "SmartThreadPool performance counters"; | ||
103 | internal const string _stpCategoryName = "SmartThreadPool"; | ||
104 | |||
105 | // Methods | ||
106 | static STPPerformanceCounters() | ||
107 | { | ||
108 | _instance = new STPPerformanceCounters(); | ||
109 | } | ||
110 | |||
111 | private STPPerformanceCounters() | ||
112 | { | ||
113 | STPPerformanceCounter[] stpPerformanceCounters = new STPPerformanceCounter[] | ||
114 | { | ||
115 | new STPPerformanceCounter("Active threads", "The current number of available in the thread pool.", PerformanceCounterType.NumberOfItems32), | ||
116 | new STPPerformanceCounter("In use threads", "The current number of threads that execute a work item.", PerformanceCounterType.NumberOfItems32), | ||
117 | new STPPerformanceCounter("Overhead threads", "The current number of threads that are active, but are not in use.", PerformanceCounterType.NumberOfItems32), | ||
118 | new STPPerformanceCounter("% overhead threads", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawFraction), | ||
119 | new STPPerformanceCounter("% overhead threads base", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawBase), | ||
120 | |||
121 | new STPPerformanceCounter("Work Items", "The number of work items in the Smart Thread Pool. Both queued and processed.", PerformanceCounterType.NumberOfItems32), | ||
122 | new STPPerformanceCounter("Work Items in queue", "The current number of work items in the queue", PerformanceCounterType.NumberOfItems32), | ||
123 | new STPPerformanceCounter("Work Items processed", "The number of work items already processed", PerformanceCounterType.NumberOfItems32), | ||
124 | |||
125 | new STPPerformanceCounter("Work Items queued/sec", "The number of work items queued per second", PerformanceCounterType.RateOfCountsPerSecond32), | ||
126 | new STPPerformanceCounter("Work Items processed/sec", "The number of work items processed per second", PerformanceCounterType.RateOfCountsPerSecond32), | ||
127 | |||
128 | new STPPerformanceCounter("Avg. Work Item wait time/sec", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageCount64), | ||
129 | new STPPerformanceCounter("Avg. Work Item wait time base", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageBase), | ||
130 | |||
131 | new STPPerformanceCounter("Avg. Work Item process time/sec", "The average time it takes to process a work item.", PerformanceCounterType.AverageCount64), | ||
132 | new STPPerformanceCounter("Avg. Work Item process time base", "The average time it takes to process a work item.", PerformanceCounterType.AverageBase), | ||
133 | |||
134 | new STPPerformanceCounter("Work Items Groups", "The current number of work item groups associated with the Smart Thread Pool.", PerformanceCounterType.NumberOfItems32), | ||
135 | }; | ||
136 | |||
137 | _stpPerformanceCounters = stpPerformanceCounters; | ||
138 | SetupCategory(); | ||
139 | } | ||
140 | |||
141 | private void SetupCategory() | ||
142 | { | ||
143 | if (!PerformanceCounterCategory.Exists(_stpCategoryName)) | ||
144 | { | ||
145 | CounterCreationDataCollection counters = new CounterCreationDataCollection(); | ||
146 | |||
147 | for (int i = 0; i < _stpPerformanceCounters.Length; i++) | ||
148 | { | ||
149 | _stpPerformanceCounters[i].AddCounterToCollection(counters); | ||
150 | } | ||
151 | |||
152 | PerformanceCounterCategory.Create( | ||
153 | _stpCategoryName, | ||
154 | _stpCategoryHelp, | ||
155 | PerformanceCounterCategoryType.MultiInstance, | ||
156 | counters); | ||
157 | |||
158 | } | ||
159 | } | ||
64 | 160 | ||
65 | // Properties | 161 | // Properties |
66 | public string Name | 162 | public static STPPerformanceCounters Instance |
163 | { | ||
164 | get | ||
165 | { | ||
166 | return _instance; | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | |||
171 | internal class STPInstancePerformanceCounter : IDisposable | ||
172 | { | ||
173 | // Fields | ||
174 | private bool _isDisposed; | ||
175 | private PerformanceCounter _pcs; | ||
176 | |||
177 | // Methods | ||
178 | protected STPInstancePerformanceCounter() | ||
179 | { | ||
180 | _isDisposed = false; | ||
181 | } | ||
182 | |||
183 | public STPInstancePerformanceCounter( | ||
184 | string instance, | ||
185 | STPPerformanceCounterType spcType) : this() | ||
186 | { | ||
187 | STPPerformanceCounters counters = STPPerformanceCounters.Instance; | ||
188 | _pcs = new PerformanceCounter( | ||
189 | STPPerformanceCounters._stpCategoryName, | ||
190 | counters._stpPerformanceCounters[(int) spcType].Name, | ||
191 | instance, | ||
192 | false); | ||
193 | _pcs.RawValue = _pcs.RawValue; | ||
194 | } | ||
195 | |||
196 | |||
197 | public void Close() | ||
198 | { | ||
199 | if (_pcs != null) | ||
200 | { | ||
201 | _pcs.RemoveInstance(); | ||
202 | _pcs.Close(); | ||
203 | _pcs = null; | ||
204 | } | ||
205 | } | ||
206 | |||
207 | public void Dispose() | ||
208 | { | ||
209 | Dispose(true); | ||
210 | } | ||
211 | |||
212 | public virtual void Dispose(bool disposing) | ||
67 | { | 213 | { |
68 | get | 214 | if (!_isDisposed) |
69 | { | 215 | { |
70 | return _counterName; | 216 | if (disposing) |
217 | { | ||
218 | Close(); | ||
219 | } | ||
71 | } | 220 | } |
72 | } | 221 | _isDisposed = true; |
73 | } | ||
74 | |||
75 | internal class STPPerformanceCounters | ||
76 | { | ||
77 | // Fields | ||
78 | internal STPPerformanceCounter[] _stpPerformanceCounters; | ||
79 | private static STPPerformanceCounters _instance; | ||
80 | internal const string _stpCategoryHelp = "SmartThreadPool performance counters"; | ||
81 | internal const string _stpCategoryName = "SmartThreadPool"; | ||
82 | |||
83 | // Methods | ||
84 | static STPPerformanceCounters() | ||
85 | { | ||
86 | _instance = new STPPerformanceCounters(); | ||
87 | } | 222 | } |
88 | 223 | ||
89 | private STPPerformanceCounters() | 224 | public virtual void Increment() |
90 | { | 225 | { |
91 | STPPerformanceCounter[] stpPerformanceCounters = new STPPerformanceCounter[] | 226 | _pcs.Increment(); |
92 | { | 227 | } |
93 | new STPPerformanceCounter("Active threads", "The current number of available in the thread pool.", PerformanceCounterType.NumberOfItems32), | 228 | |
94 | new STPPerformanceCounter("In use threads", "The current number of threads that execute a work item.", PerformanceCounterType.NumberOfItems32), | 229 | public virtual void IncrementBy(long val) |
95 | new STPPerformanceCounter("Overhead threads", "The current number of threads that are active, but are not in use.", PerformanceCounterType.NumberOfItems32), | 230 | { |
96 | new STPPerformanceCounter("% overhead threads", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawFraction), | 231 | _pcs.IncrementBy(val); |
97 | new STPPerformanceCounter("% overhead threads base", "The current number of threads that are active, but are not in use in percents.", PerformanceCounterType.RawBase), | 232 | } |
98 | 233 | ||
99 | new STPPerformanceCounter("Work Items", "The number of work items in the Smart Thread Pool. Both queued and processed.", PerformanceCounterType.NumberOfItems32), | 234 | public virtual void Set(long val) |
100 | new STPPerformanceCounter("Work Items in queue", "The current number of work items in the queue", PerformanceCounterType.NumberOfItems32), | 235 | { |
101 | new STPPerformanceCounter("Work Items processed", "The number of work items already processed", PerformanceCounterType.NumberOfItems32), | 236 | _pcs.RawValue = val; |
102 | 237 | } | |
103 | new STPPerformanceCounter("Work Items queued/sec", "The number of work items queued per second", PerformanceCounterType.RateOfCountsPerSecond32), | 238 | } |
104 | new STPPerformanceCounter("Work Items processed/sec", "The number of work items processed per second", PerformanceCounterType.RateOfCountsPerSecond32), | 239 | |
105 | 240 | internal class STPInstanceNullPerformanceCounter : STPInstancePerformanceCounter | |
106 | new STPPerformanceCounter("Avg. Work Item wait time/sec", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageCount64), | 241 | { |
107 | new STPPerformanceCounter("Avg. Work Item wait time base", "The average time a work item supends in the queue waiting for its turn to execute.", PerformanceCounterType.AverageBase), | 242 | // Methods |
243 | public override void Increment() {} | ||
244 | public override void IncrementBy(long value) {} | ||
245 | public override void Set(long val) {} | ||
246 | } | ||
247 | |||
248 | |||
249 | |||
250 | internal class STPInstancePerformanceCounters : ISTPInstancePerformanceCounters | ||
251 | { | ||
252 | private bool _isDisposed; | ||
253 | // Fields | ||
254 | private STPInstancePerformanceCounter[] _pcs; | ||
255 | private static readonly STPInstancePerformanceCounter _stpInstanceNullPerformanceCounter; | ||
256 | |||
257 | // Methods | ||
258 | static STPInstancePerformanceCounters() | ||
259 | { | ||
260 | _stpInstanceNullPerformanceCounter = new STPInstanceNullPerformanceCounter(); | ||
261 | } | ||
262 | |||
263 | public STPInstancePerformanceCounters(string instance) | ||
264 | { | ||
265 | _isDisposed = false; | ||
266 | _pcs = new STPInstancePerformanceCounter[(int)STPPerformanceCounterType.LastCounter]; | ||
267 | |||
268 | // Call the STPPerformanceCounters.Instance so the static constructor will | ||
269 | // intialize the STPPerformanceCounters singleton. | ||
270 | STPPerformanceCounters.Instance.GetHashCode(); | ||
271 | |||
272 | for (int i = 0; i < _pcs.Length; i++) | ||
273 | { | ||
274 | if (instance != null) | ||
275 | { | ||
276 | _pcs[i] = new STPInstancePerformanceCounter( | ||
277 | instance, | ||
278 | (STPPerformanceCounterType) i); | ||
279 | } | ||
280 | else | ||
281 | { | ||
282 | _pcs[i] = _stpInstanceNullPerformanceCounter; | ||
283 | } | ||
284 | } | ||
285 | } | ||
286 | |||
108 | 287 | ||
109 | new STPPerformanceCounter("Avg. Work Item process time/sec", "The average time it takes to process a work item.", PerformanceCounterType.AverageCount64), | 288 | public void Close() |
110 | new STPPerformanceCounter("Avg. Work Item process time base", "The average time it takes to process a work item.", PerformanceCounterType.AverageBase), | 289 | { |
290 | if (null != _pcs) | ||
291 | { | ||
292 | for (int i = 0; i < _pcs.Length; i++) | ||
293 | { | ||
294 | if (null != _pcs[i]) | ||
295 | { | ||
296 | _pcs[i].Dispose(); | ||
297 | } | ||
298 | } | ||
299 | _pcs = null; | ||
300 | } | ||
301 | } | ||
111 | 302 | ||
112 | new STPPerformanceCounter("Work Items Groups", "The current number of work item groups associated with the Smart Thread Pool.", PerformanceCounterType.NumberOfItems32), | 303 | public void Dispose() |
113 | }; | 304 | { |
305 | Dispose(true); | ||
306 | } | ||
114 | 307 | ||
115 | _stpPerformanceCounters = stpPerformanceCounters; | 308 | public virtual void Dispose(bool disposing) |
116 | SetupCategory(); | ||
117 | } | ||
118 | |||
119 | private void SetupCategory() | ||
120 | { | 309 | { |
121 | if (!PerformanceCounterCategory.Exists(_stpCategoryName)) | 310 | if (!_isDisposed) |
122 | { | 311 | { |
123 | CounterCreationDataCollection counters = new CounterCreationDataCollection(); | 312 | if (disposing) |
124 | |||
125 | for (int i = 0; i < _stpPerformanceCounters.Length; i++) | ||
126 | { | 313 | { |
127 | _stpPerformanceCounters[i].AddCounterToCollection(counters); | 314 | Close(); |
128 | } | 315 | } |
129 | |||
130 | |||
131 | // *********** Remark for .NET 2.0 *********** | ||
132 | // If you are here, it means you got the warning that this overload | ||
133 | // of the method is deprecated in .NET 2.0. To use the correct | ||
134 | // method overload, uncomment the third argument of | ||
135 | // the method. | ||
136 | #pragma warning disable 0618 | ||
137 | PerformanceCounterCategory.Create( | ||
138 | _stpCategoryName, | ||
139 | _stpCategoryHelp, | ||
140 | //PerformanceCounterCategoryType.MultiInstance, | ||
141 | counters); | ||
142 | #pragma warning restore 0618 | ||
143 | } | 316 | } |
317 | _isDisposed = true; | ||
144 | } | 318 | } |
145 | 319 | ||
146 | // Properties | 320 | private STPInstancePerformanceCounter GetCounter(STPPerformanceCounterType spcType) |
147 | public static STPPerformanceCounters Instance | 321 | { |
148 | { | 322 | return _pcs[(int) spcType]; |
149 | get | 323 | } |
150 | { | 324 | |
151 | return _instance; | 325 | public void SampleThreads(long activeThreads, long inUseThreads) |
152 | } | 326 | { |
153 | } | 327 | GetCounter(STPPerformanceCounterType.ActiveThreads).Set(activeThreads); |
154 | } | 328 | GetCounter(STPPerformanceCounterType.InUseThreads).Set(inUseThreads); |
329 | GetCounter(STPPerformanceCounterType.OverheadThreads).Set(activeThreads-inUseThreads); | ||
330 | |||
331 | GetCounter(STPPerformanceCounterType.OverheadThreadsPercentBase).Set(activeThreads-inUseThreads); | ||
332 | GetCounter(STPPerformanceCounterType.OverheadThreadsPercent).Set(inUseThreads); | ||
333 | } | ||
334 | |||
335 | public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) | ||
336 | { | ||
337 | GetCounter(STPPerformanceCounterType.WorkItems).Set(workItemsQueued+workItemsProcessed); | ||
338 | GetCounter(STPPerformanceCounterType.WorkItemsInQueue).Set(workItemsQueued); | ||
339 | GetCounter(STPPerformanceCounterType.WorkItemsProcessed).Set(workItemsProcessed); | ||
340 | |||
341 | GetCounter(STPPerformanceCounterType.WorkItemsQueuedPerSecond).Set(workItemsQueued); | ||
342 | GetCounter(STPPerformanceCounterType.WorkItemsProcessedPerSecond).Set(workItemsProcessed); | ||
343 | } | ||
344 | |||
345 | public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) | ||
346 | { | ||
347 | GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTime).IncrementBy((long)workItemWaitTime.TotalMilliseconds); | ||
348 | GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTimeBase).Increment(); | ||
349 | } | ||
350 | |||
351 | public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) | ||
352 | { | ||
353 | GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTime).IncrementBy((long)workItemProcessTime.TotalMilliseconds); | ||
354 | GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTimeBase).Increment(); | ||
355 | } | ||
356 | } | ||
357 | #endif | ||
155 | 358 | ||
156 | internal class STPInstancePerformanceCounter : IDisposable | 359 | internal class NullSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, ISTPPerformanceCountersReader |
157 | { | 360 | { |
158 | // Fields | 361 | private static readonly NullSTPInstancePerformanceCounters _instance = new NullSTPInstancePerformanceCounters(); |
159 | private PerformanceCounter _pcs; | ||
160 | 362 | ||
161 | // Methods | 363 | public static NullSTPInstancePerformanceCounters Instance |
162 | protected STPInstancePerformanceCounter() | 364 | { |
163 | { | 365 | get { return _instance; } |
164 | } | 366 | } |
165 | 367 | ||
166 | public STPInstancePerformanceCounter( | 368 | public void Close() {} |
167 | string instance, | 369 | public void Dispose() {} |
168 | STPPerformanceCounterType spcType) | 370 | |
371 | public void SampleThreads(long activeThreads, long inUseThreads) {} | ||
372 | public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) {} | ||
373 | public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) {} | ||
374 | public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) {} | ||
375 | public long InUseThreads | ||
169 | { | 376 | { |
170 | STPPerformanceCounters counters = STPPerformanceCounters.Instance; | 377 | get { return 0; } |
171 | _pcs = new PerformanceCounter( | ||
172 | STPPerformanceCounters._stpCategoryName, | ||
173 | counters._stpPerformanceCounters[(int) spcType].Name, | ||
174 | instance, | ||
175 | false); | ||
176 | _pcs.RawValue = _pcs.RawValue; | ||
177 | } | 378 | } |
178 | 379 | ||
179 | ~STPInstancePerformanceCounter() | 380 | public long ActiveThreads |
180 | { | 381 | { |
181 | Close(); | 382 | get { return 0; } |
182 | } | 383 | } |
183 | 384 | ||
184 | public void Close() | 385 | public long WorkItemsQueued |
185 | { | ||
186 | if (_pcs != null) | ||
187 | { | ||
188 | _pcs.RemoveInstance(); | ||
189 | _pcs.Close(); | ||
190 | _pcs = null; | ||
191 | } | ||
192 | } | ||
193 | |||
194 | public void Dispose() | ||
195 | { | 386 | { |
196 | Close(); | 387 | get { return 0; } |
197 | GC.SuppressFinalize(this); | ||
198 | } | ||
199 | |||
200 | public virtual void Increment() | ||
201 | { | ||
202 | _pcs.Increment(); | ||
203 | } | ||
204 | |||
205 | public virtual void IncrementBy(long val) | ||
206 | { | ||
207 | _pcs.IncrementBy(val); | ||
208 | } | 388 | } |
209 | 389 | ||
210 | public virtual void Set(long val) | 390 | public long WorkItemsProcessed |
211 | { | 391 | { |
212 | _pcs.RawValue = val; | 392 | get { return 0; } |
213 | } | 393 | } |
214 | } | 394 | } |
215 | 395 | ||
216 | internal class STPInstanceNullPerformanceCounter : STPInstancePerformanceCounter | 396 | internal class LocalSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, ISTPPerformanceCountersReader |
217 | { | 397 | { |
218 | // Methods | 398 | public void Close() { } |
219 | public STPInstanceNullPerformanceCounter() {} | 399 | public void Dispose() { } |
220 | public override void Increment() {} | ||
221 | public override void IncrementBy(long value) {} | ||
222 | public override void Set(long val) {} | ||
223 | } | ||
224 | |||
225 | internal interface ISTPInstancePerformanceCounters : IDisposable | ||
226 | { | ||
227 | void Close(); | ||
228 | void SampleThreads(long activeThreads, long inUseThreads); | ||
229 | void SampleWorkItems(long workItemsQueued, long workItemsProcessed); | ||
230 | void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime); | ||
231 | void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime); | ||
232 | } | ||
233 | 400 | ||
401 | private long _activeThreads; | ||
402 | private long _inUseThreads; | ||
403 | private long _workItemsQueued; | ||
404 | private long _workItemsProcessed; | ||
234 | 405 | ||
235 | internal class STPInstancePerformanceCounters : ISTPInstancePerformanceCounters, IDisposable | 406 | public long InUseThreads |
236 | { | ||
237 | // Fields | ||
238 | private STPInstancePerformanceCounter[] _pcs; | ||
239 | private static STPInstancePerformanceCounter _stpInstanceNullPerformanceCounter; | ||
240 | |||
241 | // Methods | ||
242 | static STPInstancePerformanceCounters() | ||
243 | { | 407 | { |
244 | _stpInstanceNullPerformanceCounter = new STPInstanceNullPerformanceCounter(); | 408 | get { return _inUseThreads; } |
245 | } | ||
246 | |||
247 | public STPInstancePerformanceCounters(string instance) | ||
248 | { | ||
249 | _pcs = new STPInstancePerformanceCounter[(int)STPPerformanceCounterType.LastCounter]; | ||
250 | // STPPerformanceCounters counters = STPPerformanceCounters.Instance; | ||
251 | for (int i = 0; i < _pcs.Length; i++) | ||
252 | { | ||
253 | if (instance != null) | ||
254 | { | ||
255 | _pcs[i] = new STPInstancePerformanceCounter( | ||
256 | instance, | ||
257 | (STPPerformanceCounterType) i); | ||
258 | } | ||
259 | else | ||
260 | { | ||
261 | _pcs[i] = _stpInstanceNullPerformanceCounter; | ||
262 | } | ||
263 | } | ||
264 | } | 409 | } |
265 | |||
266 | 410 | ||
267 | public void Close() | 411 | public long ActiveThreads |
268 | { | 412 | { |
269 | if (null != _pcs) | 413 | get { return _activeThreads; } |
270 | { | ||
271 | for (int i = 0; i < _pcs.Length; i++) | ||
272 | { | ||
273 | if (null != _pcs[i]) | ||
274 | { | ||
275 | _pcs[i].Close(); | ||
276 | } | ||
277 | } | ||
278 | _pcs = null; | ||
279 | } | ||
280 | } | 414 | } |
281 | 415 | ||
282 | ~STPInstancePerformanceCounters() | 416 | public long WorkItemsQueued |
283 | { | 417 | { |
284 | Close(); | 418 | get { return _workItemsQueued; } |
285 | } | 419 | } |
286 | 420 | ||
287 | public void Dispose() | 421 | public long WorkItemsProcessed |
288 | { | ||
289 | Close(); | ||
290 | GC.SuppressFinalize(this); | ||
291 | } | ||
292 | |||
293 | private STPInstancePerformanceCounter GetCounter(STPPerformanceCounterType spcType) | ||
294 | { | 422 | { |
295 | return _pcs[(int) spcType]; | 423 | get { return _workItemsProcessed; } |
296 | } | 424 | } |
297 | 425 | ||
298 | public void SampleThreads(long activeThreads, long inUseThreads) | 426 | public void SampleThreads(long activeThreads, long inUseThreads) |
299 | { | 427 | { |
300 | GetCounter(STPPerformanceCounterType.ActiveThreads).Set(activeThreads); | 428 | _activeThreads = activeThreads; |
301 | GetCounter(STPPerformanceCounterType.InUseThreads).Set(inUseThreads); | 429 | _inUseThreads = inUseThreads; |
302 | GetCounter(STPPerformanceCounterType.OverheadThreads).Set(activeThreads-inUseThreads); | ||
303 | |||
304 | GetCounter(STPPerformanceCounterType.OverheadThreadsPercentBase).Set(activeThreads-inUseThreads); | ||
305 | GetCounter(STPPerformanceCounterType.OverheadThreadsPercent).Set(inUseThreads); | ||
306 | } | 430 | } |
307 | 431 | ||
308 | public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) | 432 | public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) |
309 | { | 433 | { |
310 | GetCounter(STPPerformanceCounterType.WorkItems).Set(workItemsQueued+workItemsProcessed); | 434 | _workItemsQueued = workItemsQueued; |
311 | GetCounter(STPPerformanceCounterType.WorkItemsInQueue).Set(workItemsQueued); | 435 | _workItemsProcessed = workItemsProcessed; |
312 | GetCounter(STPPerformanceCounterType.WorkItemsProcessed).Set(workItemsProcessed); | ||
313 | |||
314 | GetCounter(STPPerformanceCounterType.WorkItemsQueuedPerSecond).Set(workItemsQueued); | ||
315 | GetCounter(STPPerformanceCounterType.WorkItemsProcessedPerSecond).Set(workItemsProcessed); | ||
316 | } | 436 | } |
317 | 437 | ||
318 | public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) | 438 | public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) |
319 | { | 439 | { |
320 | GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTime).IncrementBy((long)workItemWaitTime.TotalMilliseconds); | 440 | // Not supported |
321 | GetCounter(STPPerformanceCounterType.AvgWorkItemWaitTimeBase).Increment(); | ||
322 | } | 441 | } |
323 | 442 | ||
324 | public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) | 443 | public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) |
325 | { | 444 | { |
326 | GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTime).IncrementBy((long)workItemProcessTime.TotalMilliseconds); | 445 | // Not supported |
327 | GetCounter(STPPerformanceCounterType.AvgWorkItemProcessTimeBase).Increment(); | ||
328 | } | ||
329 | } | ||
330 | |||
331 | internal class NullSTPInstancePerformanceCounters : ISTPInstancePerformanceCounters, IDisposable | ||
332 | { | ||
333 | static NullSTPInstancePerformanceCounters() | ||
334 | { | ||
335 | } | 446 | } |
336 | |||
337 | private static NullSTPInstancePerformanceCounters _instance = new NullSTPInstancePerformanceCounters(null); | ||
338 | |||
339 | public static NullSTPInstancePerformanceCounters Instance | ||
340 | { | ||
341 | get { return _instance; } | ||
342 | } | ||
343 | |||
344 | public NullSTPInstancePerformanceCounters(string instance) {} | ||
345 | public void Close() {} | ||
346 | public void Dispose() {} | ||
347 | |||
348 | public void SampleThreads(long activeThreads, long inUseThreads) {} | ||
349 | public void SampleWorkItems(long workItemsQueued, long workItemsProcessed) {} | ||
350 | public void SampleWorkItemsWaitTime(TimeSpan workItemWaitTime) {} | ||
351 | public void SampleWorkItemsProcessTime(TimeSpan workItemProcessTime) {} | ||
352 | } | 447 | } |
353 | |||
354 | } | 448 | } |
diff --git a/ThirdParty/SmartThreadPool/STPStartInfo.cs b/ThirdParty/SmartThreadPool/STPStartInfo.cs index fa9ceb4..96fa094 100644 --- a/ThirdParty/SmartThreadPool/STPStartInfo.cs +++ b/ThirdParty/SmartThreadPool/STPStartInfo.cs | |||
@@ -1,113 +1,212 @@ | |||
1 | // Ami Bar | 1 | using System; |
2 | // amibar@gmail.com | ||
3 | |||
4 | using System.Threading; | 2 | using System.Threading; |
5 | 3 | ||
6 | namespace Amib.Threading | 4 | namespace Amib.Threading |
7 | { | 5 | { |
8 | /// <summary> | 6 | /// <summary> |
9 | /// Summary description for STPStartInfo. | 7 | /// Summary description for STPStartInfo. |
10 | /// </summary> | 8 | /// </summary> |
11 | public class STPStartInfo : WIGStartInfo | 9 | public class STPStartInfo : WIGStartInfo |
12 | { | 10 | { |
13 | /// <summary> | 11 | private int _idleTimeout = SmartThreadPool.DefaultIdleTimeout; |
14 | /// Idle timeout in milliseconds. | 12 | private int _minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads; |
15 | /// If a thread is idle for _idleTimeout milliseconds then | 13 | private int _maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads; |
16 | /// it may quit. | 14 | #if !(WINDOWS_PHONE) |
17 | /// </summary> | 15 | private ThreadPriority _threadPriority = SmartThreadPool.DefaultThreadPriority; |
18 | private int _idleTimeout; | 16 | #endif |
19 | 17 | private string _performanceCounterInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName; | |
20 | /// <summary> | 18 | private bool _areThreadsBackground = SmartThreadPool.DefaultAreThreadsBackground; |
21 | /// The lower limit of threads in the pool. | 19 | private bool _enableLocalPerformanceCounters; |
22 | /// </summary> | 20 | private string _threadPoolName = SmartThreadPool.DefaultThreadPoolName; |
23 | private int _minWorkerThreads; | 21 | private int? _maxStackSize = SmartThreadPool.DefaultMaxStackSize; |
24 | 22 | ||
25 | /// <summary> | 23 | public STPStartInfo() |
26 | /// The upper limit of threads in the pool. | ||
27 | /// </summary> | ||
28 | private int _maxWorkerThreads; | ||
29 | |||
30 | /// <summary> | ||
31 | /// The priority of the threads in the pool | ||
32 | /// </summary> | ||
33 | private ThreadPriority _threadPriority; | ||
34 | |||
35 | /// <summary> | ||
36 | /// The thread pool name. Threads will get names depending on this. | ||
37 | /// </summary> | ||
38 | private string _threadPoolName; | ||
39 | |||
40 | /// <summary> | ||
41 | /// If this field is not null then the performance counters are enabled | ||
42 | /// and use the string as the name of the instance. | ||
43 | /// </summary> | ||
44 | private string _pcInstanceName; | ||
45 | |||
46 | private int _stackSize; | ||
47 | |||
48 | public STPStartInfo() : base() | ||
49 | { | 24 | { |
25 | _performanceCounterInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName; | ||
26 | #if !(WINDOWS_PHONE) | ||
27 | _threadPriority = SmartThreadPool.DefaultThreadPriority; | ||
28 | #endif | ||
29 | _maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads; | ||
50 | _idleTimeout = SmartThreadPool.DefaultIdleTimeout; | 30 | _idleTimeout = SmartThreadPool.DefaultIdleTimeout; |
51 | _minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads; | 31 | _minWorkerThreads = SmartThreadPool.DefaultMinWorkerThreads; |
52 | _maxWorkerThreads = SmartThreadPool.DefaultMaxWorkerThreads; | ||
53 | _threadPriority = SmartThreadPool.DefaultThreadPriority; | ||
54 | _threadPoolName = SmartThreadPool.DefaultThreadPoolName; | ||
55 | _pcInstanceName = SmartThreadPool.DefaultPerformanceCounterInstanceName; | ||
56 | _stackSize = SmartThreadPool.DefaultStackSize; | ||
57 | } | 32 | } |
58 | 33 | ||
59 | public STPStartInfo(STPStartInfo stpStartInfo) : base(stpStartInfo) | 34 | public STPStartInfo(STPStartInfo stpStartInfo) |
35 | : base(stpStartInfo) | ||
60 | { | 36 | { |
61 | _idleTimeout = stpStartInfo._idleTimeout; | 37 | _idleTimeout = stpStartInfo.IdleTimeout; |
62 | _minWorkerThreads = stpStartInfo._minWorkerThreads; | 38 | _minWorkerThreads = stpStartInfo.MinWorkerThreads; |
63 | _maxWorkerThreads = stpStartInfo._maxWorkerThreads; | 39 | _maxWorkerThreads = stpStartInfo.MaxWorkerThreads; |
64 | _threadPriority = stpStartInfo._threadPriority; | 40 | #if !(WINDOWS_PHONE) |
41 | _threadPriority = stpStartInfo.ThreadPriority; | ||
42 | #endif | ||
43 | _performanceCounterInstanceName = stpStartInfo.PerformanceCounterInstanceName; | ||
44 | _enableLocalPerformanceCounters = stpStartInfo._enableLocalPerformanceCounters; | ||
65 | _threadPoolName = stpStartInfo._threadPoolName; | 45 | _threadPoolName = stpStartInfo._threadPoolName; |
66 | _pcInstanceName = stpStartInfo._pcInstanceName; | 46 | _areThreadsBackground = stpStartInfo.AreThreadsBackground; |
67 | _stackSize = stpStartInfo._stackSize; | 47 | #if !(_SILVERLIGHT) && !(WINDOWS_PHONE) |
48 | _apartmentState = stpStartInfo._apartmentState; | ||
49 | #endif | ||
68 | } | 50 | } |
69 | 51 | ||
70 | public int IdleTimeout | 52 | /// <summary> |
71 | { | 53 | /// Get/Set the idle timeout in milliseconds. |
72 | get { return _idleTimeout; } | 54 | /// If a thread is idle (starved) longer than IdleTimeout then it may quit. |
73 | set { _idleTimeout = value; } | 55 | /// </summary> |
56 | public virtual int IdleTimeout | ||
57 | { | ||
58 | get { return _idleTimeout; } | ||
59 | set | ||
60 | { | ||
61 | ThrowIfReadOnly(); | ||
62 | _idleTimeout = value; | ||
63 | } | ||
64 | } | ||
65 | |||
66 | |||
67 | /// <summary> | ||
68 | /// Get/Set the lower limit of threads in the pool. | ||
69 | /// </summary> | ||
70 | public virtual int MinWorkerThreads | ||
71 | { | ||
72 | get { return _minWorkerThreads; } | ||
73 | set | ||
74 | { | ||
75 | ThrowIfReadOnly(); | ||
76 | _minWorkerThreads = value; | ||
77 | } | ||
78 | } | ||
79 | |||
80 | |||
81 | /// <summary> | ||
82 | /// Get/Set the upper limit of threads in the pool. | ||
83 | /// </summary> | ||
84 | public virtual int MaxWorkerThreads | ||
85 | { | ||
86 | get { return _maxWorkerThreads; } | ||
87 | set | ||
88 | { | ||
89 | ThrowIfReadOnly(); | ||
90 | _maxWorkerThreads = value; | ||
91 | } | ||
92 | } | ||
93 | |||
94 | #if !(WINDOWS_PHONE) | ||
95 | /// <summary> | ||
96 | /// Get/Set the scheduling priority of the threads in the pool. | ||
97 | /// The Os handles the scheduling. | ||
98 | /// </summary> | ||
99 | public virtual ThreadPriority ThreadPriority | ||
100 | { | ||
101 | get { return _threadPriority; } | ||
102 | set | ||
103 | { | ||
104 | ThrowIfReadOnly(); | ||
105 | _threadPriority = value; | ||
106 | } | ||
107 | } | ||
108 | #endif | ||
109 | /// <summary> | ||
110 | /// Get/Set the thread pool name. Threads will get names depending on this. | ||
111 | /// </summary> | ||
112 | public virtual string ThreadPoolName { | ||
113 | get { return _threadPoolName; } | ||
114 | set | ||
115 | { | ||
116 | ThrowIfReadOnly (); | ||
117 | _threadPoolName = value; | ||
118 | } | ||
74 | } | 119 | } |
75 | 120 | ||
76 | public int MinWorkerThreads | 121 | /// <summary> |
77 | { | 122 | /// Get/Set the performance counter instance name of this SmartThreadPool |
78 | get { return _minWorkerThreads; } | 123 | /// The default is null which indicate not to use performance counters at all. |
79 | set { _minWorkerThreads = value; } | 124 | /// </summary> |
80 | } | 125 | public virtual string PerformanceCounterInstanceName |
126 | { | ||
127 | get { return _performanceCounterInstanceName; } | ||
128 | set | ||
129 | { | ||
130 | ThrowIfReadOnly(); | ||
131 | _performanceCounterInstanceName = value; | ||
132 | } | ||
133 | } | ||
81 | 134 | ||
82 | public int MaxWorkerThreads | 135 | /// <summary> |
83 | { | 136 | /// Enable/Disable the local performance counter. |
84 | get { return _maxWorkerThreads; } | 137 | /// This enables the user to get some performance information about the SmartThreadPool |
85 | set { _maxWorkerThreads = value; } | 138 | /// without using Windows performance counters. (Useful on WindowsCE, Silverlight, etc.) |
86 | } | 139 | /// The default is false. |
140 | /// </summary> | ||
141 | public virtual bool EnableLocalPerformanceCounters | ||
142 | { | ||
143 | get { return _enableLocalPerformanceCounters; } | ||
144 | set | ||
145 | { | ||
146 | ThrowIfReadOnly(); | ||
147 | _enableLocalPerformanceCounters = value; | ||
148 | } | ||
149 | } | ||
87 | 150 | ||
88 | public ThreadPriority ThreadPriority | 151 | /// <summary> |
152 | /// Get/Set backgroundness of thread in thread pool. | ||
153 | /// </summary> | ||
154 | public virtual bool AreThreadsBackground | ||
155 | { | ||
156 | get { return _areThreadsBackground; } | ||
157 | set | ||
158 | { | ||
159 | ThrowIfReadOnly (); | ||
160 | _areThreadsBackground = value; | ||
161 | } | ||
162 | } | ||
163 | |||
164 | /// <summary> | ||
165 | /// Get a readonly version of this STPStartInfo. | ||
166 | /// </summary> | ||
167 | /// <returns>Returns a readonly reference to this STPStartInfo</returns> | ||
168 | public new STPStartInfo AsReadOnly() | ||
89 | { | 169 | { |
90 | get { return _threadPriority; } | 170 | return new STPStartInfo(this) { _readOnly = true }; |
91 | set { _threadPriority = value; } | ||
92 | } | 171 | } |
93 | 172 | ||
94 | public virtual string ThreadPoolName | 173 | #if !(_SILVERLIGHT) && !(WINDOWS_PHONE) |
95 | { | ||
96 | get { return _threadPoolName; } | ||
97 | set { _threadPoolName = value; } | ||
98 | } | ||
99 | 174 | ||
175 | private ApartmentState _apartmentState = SmartThreadPool.DefaultApartmentState; | ||
100 | 176 | ||
101 | public string PerformanceCounterInstanceName | 177 | /// <summary> |
178 | /// Get/Set the apartment state of threads in the thread pool | ||
179 | /// </summary> | ||
180 | public ApartmentState ApartmentState | ||
102 | { | 181 | { |
103 | get { return _pcInstanceName; } | 182 | get { return _apartmentState; } |
104 | set { _pcInstanceName = value; } | 183 | set |
105 | } | 184 | { |
106 | 185 | ThrowIfReadOnly(); | |
107 | public int StackSize | 186 | _apartmentState = value; |
187 | } | ||
188 | } | ||
189 | |||
190 | #if !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
191 | |||
192 | /// <summary> | ||
193 | /// Get/Set the max stack size of threads in the thread pool | ||
194 | /// </summary> | ||
195 | public int? MaxStackSize | ||
108 | { | 196 | { |
109 | get { return _stackSize; } | 197 | get { return _maxStackSize; } |
110 | set { _stackSize = value; } | 198 | set |
199 | { | ||
200 | ThrowIfReadOnly(); | ||
201 | if (value.HasValue && value.Value < 0) | ||
202 | { | ||
203 | throw new ArgumentOutOfRangeException("value", "Value must be greater than 0."); | ||
204 | } | ||
205 | _maxStackSize = value; | ||
206 | } | ||
111 | } | 207 | } |
208 | #endif | ||
209 | |||
210 | #endif | ||
112 | } | 211 | } |
113 | } | 212 | } |
diff --git a/ThirdParty/SmartThreadPool/SmartThreadPool.ThreadEntry.cs b/ThirdParty/SmartThreadPool/SmartThreadPool.ThreadEntry.cs new file mode 100644 index 0000000..d9502bb --- /dev/null +++ b/ThirdParty/SmartThreadPool/SmartThreadPool.ThreadEntry.cs | |||
@@ -0,0 +1,60 @@ | |||
1 | |||
2 | using System; | ||
3 | using Amib.Threading.Internal; | ||
4 | |||
5 | namespace Amib.Threading | ||
6 | { | ||
7 | public partial class SmartThreadPool | ||
8 | { | ||
9 | #region ThreadEntry class | ||
10 | |||
11 | internal class ThreadEntry | ||
12 | { | ||
13 | /// <summary> | ||
14 | /// The thread creation time | ||
15 | /// The value is stored as UTC value. | ||
16 | /// </summary> | ||
17 | private readonly DateTime _creationTime; | ||
18 | |||
19 | /// <summary> | ||
20 | /// The last time this thread has been running | ||
21 | /// It is updated by IAmAlive() method | ||
22 | /// The value is stored as UTC value. | ||
23 | /// </summary> | ||
24 | private DateTime _lastAliveTime; | ||
25 | |||
26 | /// <summary> | ||
27 | /// A reference from each thread in the thread pool to its SmartThreadPool | ||
28 | /// object container. | ||
29 | /// With this variable a thread can know whatever it belongs to a | ||
30 | /// SmartThreadPool. | ||
31 | /// </summary> | ||
32 | private readonly SmartThreadPool _associatedSmartThreadPool; | ||
33 | |||
34 | /// <summary> | ||
35 | /// A reference to the current work item a thread from the thread pool | ||
36 | /// is executing. | ||
37 | /// </summary> | ||
38 | public WorkItem CurrentWorkItem { get; set; } | ||
39 | |||
40 | public ThreadEntry(SmartThreadPool stp) | ||
41 | { | ||
42 | _associatedSmartThreadPool = stp; | ||
43 | _creationTime = DateTime.UtcNow; | ||
44 | _lastAliveTime = DateTime.MinValue; | ||
45 | } | ||
46 | |||
47 | public SmartThreadPool AssociatedSmartThreadPool | ||
48 | { | ||
49 | get { return _associatedSmartThreadPool; } | ||
50 | } | ||
51 | |||
52 | public void IAmAlive() | ||
53 | { | ||
54 | _lastAliveTime = DateTime.UtcNow; | ||
55 | } | ||
56 | } | ||
57 | |||
58 | #endregion | ||
59 | } | ||
60 | } \ No newline at end of file | ||
diff --git a/ThirdParty/SmartThreadPool/SmartThreadPool.cs b/ThirdParty/SmartThreadPool/SmartThreadPool.cs index 19a0007..a4f4ce5 100644 --- a/ThirdParty/SmartThreadPool/SmartThreadPool.cs +++ b/ThirdParty/SmartThreadPool/SmartThreadPool.cs | |||
@@ -1,61 +1,106 @@ | |||
1 | // Ami Bar | 1 | #region Release History |
2 | // amibar@gmail.com | 2 | |
3 | // | 3 | // Smart Thread Pool |
4 | // Smart thread pool in C#. | ||
5 | // 7 Aug 2004 - Initial release | 4 | // 7 Aug 2004 - Initial release |
5 | // | ||
6 | // 14 Sep 2004 - Bug fixes | 6 | // 14 Sep 2004 - Bug fixes |
7 | // | ||
7 | // 15 Oct 2004 - Added new features | 8 | // 15 Oct 2004 - Added new features |
8 | // - Work items return result. | 9 | // - Work items return result. |
9 | // - Support waiting synchronization for multiple work items. | 10 | // - Support waiting synchronization for multiple work items. |
10 | // - Work items can be cancelled. | 11 | // - Work items can be cancelled. |
11 | // - Passage of the caller thread’s context to the thread in the pool. | 12 | // - Passage of the caller thread’s context to the thread in the pool. |
12 | // - Minimal usage of WIN32 handles. | 13 | // - Minimal usage of WIN32 handles. |
13 | // - Minor bug fixes. | 14 | // - Minor bug fixes. |
15 | // | ||
14 | // 26 Dec 2004 - Changes: | 16 | // 26 Dec 2004 - Changes: |
15 | // - Removed static constructors. | 17 | // - Removed static constructors. |
16 | // - Added finalizers. | 18 | // - Added finalizers. |
17 | // - Changed Exceptions so they are serializable. | 19 | // - Changed Exceptions so they are serializable. |
18 | // - Fixed the bug in one of the SmartThreadPool constructors. | 20 | // - Fixed the bug in one of the SmartThreadPool constructors. |
19 | // - Changed the SmartThreadPool.WaitAll() so it will support any number of waiters. | 21 | // - Changed the SmartThreadPool.WaitAll() so it will support any number of waiters. |
20 | // The SmartThreadPool.WaitAny() is still limited by the .NET Framework. | 22 | // The SmartThreadPool.WaitAny() is still limited by the .NET Framework. |
21 | // - Added PostExecute with options on which cases to call it. | 23 | // - Added PostExecute with options on which cases to call it. |
22 | // - Added option to dispose of the state objects. | 24 | // - Added option to dispose of the state objects. |
23 | // - Added a WaitForIdle() method that waits until the work items queue is empty. | 25 | // - Added a WaitForIdle() method that waits until the work items queue is empty. |
24 | // - Added an STPStartInfo class for the initialization of the thread pool. | 26 | // - Added an STPStartInfo class for the initialization of the thread pool. |
25 | // - Changed exception handling so if a work item throws an exception it | 27 | // - Changed exception handling so if a work item throws an exception it |
26 | // is rethrown at GetResult(), rather then firing an UnhandledException event. | 28 | // is rethrown at GetResult(), rather then firing an UnhandledException event. |
27 | // Note that PostExecute exception are always ignored. | 29 | // Note that PostExecute exception are always ignored. |
30 | // | ||
28 | // 25 Mar 2005 - Changes: | 31 | // 25 Mar 2005 - Changes: |
29 | // - Fixed lost of work items bug | 32 | // - Fixed lost of work items bug |
33 | // | ||
30 | // 3 Jul 2005: Changes. | 34 | // 3 Jul 2005: Changes. |
31 | // - Fixed bug where Enqueue() throws an exception because PopWaiter() returned null, hardly reconstructed. | 35 | // - Fixed bug where Enqueue() throws an exception because PopWaiter() returned null, hardly reconstructed. |
36 | // | ||
32 | // 16 Aug 2005: Changes. | 37 | // 16 Aug 2005: Changes. |
33 | // - Fixed bug where the InUseThreads becomes negative when canceling work items. | 38 | // - Fixed bug where the InUseThreads becomes negative when canceling work items. |
34 | // | 39 | // |
35 | // 31 Jan 2006 - Changes: | 40 | // 31 Jan 2006 - Changes: |
36 | // - Added work items priority | 41 | // - Added work items priority |
37 | // - Removed support of chained delegates in callbacks and post executes (nobody really use this) | 42 | // - Removed support of chained delegates in callbacks and post executes (nobody really use this) |
38 | // - Added work items groups | 43 | // - Added work items groups |
39 | // - Added work items groups idle event | 44 | // - Added work items groups idle event |
40 | // - Changed SmartThreadPool.WaitAll() behavior so when it gets empty array | 45 | // - Changed SmartThreadPool.WaitAll() behavior so when it gets empty array |
41 | // it returns true rather then throwing an exception. | 46 | // it returns true rather then throwing an exception. |
42 | // - Added option to start the STP and the WIG as suspended | 47 | // - Added option to start the STP and the WIG as suspended |
43 | // - Exception behavior changed, the real exception is returned by an | 48 | // - Exception behavior changed, the real exception is returned by an |
44 | // inner exception | 49 | // inner exception |
45 | // - Added option to keep the Http context of the caller thread. (Thanks to Steven T.) | 50 | // - Added option to keep the Http context of the caller thread. (Thanks to Steven T.) |
46 | // - Added performance counters | 51 | // - Added performance counters |
47 | // - Added priority to the threads in the pool | 52 | // - Added priority to the threads in the pool |
48 | // | 53 | // |
49 | // 13 Feb 2006 - Changes: | 54 | // 13 Feb 2006 - Changes: |
50 | // - Added a call to the dispose of the Performance Counter so | 55 | // - Added a call to the dispose of the Performance Counter so |
51 | // their won't be a Performance Counter leak. | 56 | // their won't be a Performance Counter leak. |
52 | // - Added exception catch in case the Performance Counters cannot | 57 | // - Added exception catch in case the Performance Counters cannot |
53 | // be created. | 58 | // be created. |
59 | // | ||
60 | // 17 May 2008 - Changes: | ||
61 | // - Changed the dispose behavior and removed the Finalizers. | ||
62 | // - Enabled the change of the MaxThreads and MinThreads at run time. | ||
63 | // - Enabled the change of the Concurrency of a IWorkItemsGroup at run | ||
64 | // time If the IWorkItemsGroup is a SmartThreadPool then the Concurrency | ||
65 | // refers to the MaxThreads. | ||
66 | // - Improved the cancel behavior. | ||
67 | // - Added events for thread creation and termination. | ||
68 | // - Fixed the HttpContext context capture. | ||
69 | // - Changed internal collections so they use generic collections | ||
70 | // - Added IsIdle flag to the SmartThreadPool and IWorkItemsGroup | ||
71 | // - Added support for WinCE | ||
72 | // - Added support for Action<T> and Func<T> | ||
73 | // | ||
74 | // 07 April 2009 - Changes: | ||
75 | // - Added support for Silverlight and Mono | ||
76 | // - Added Join, Choice, and Pipe to SmartThreadPool. | ||
77 | // - Added local performance counters (for Mono, Silverlight, and WindowsCE) | ||
78 | // - Changed duration measures from DateTime.Now to Stopwatch. | ||
79 | // - Queues changed from System.Collections.Queue to System.Collections.Generic.LinkedList<T>. | ||
80 | // | ||
81 | // 21 December 2009 - Changes: | ||
82 | // - Added work item timeout (passive) | ||
83 | // | ||
84 | // 20 August 2012 - Changes: | ||
85 | // - Added set name to threads | ||
86 | // - Fixed the WorkItemsQueue.Dequeue. | ||
87 | // Replaced while (!Monitor.TryEnter(this)); with lock(this) { ... } | ||
88 | // - Fixed SmartThreadPool.Pipe | ||
89 | // - Added IsBackground option to threads | ||
90 | // - Added ApartmentState to threads | ||
91 | // - Fixed thread creation when queuing many work items at the same time. | ||
92 | // | ||
93 | // 24 August 2012 - Changes: | ||
94 | // - Enabled cancel abort after cancel. See: http://smartthreadpool.codeplex.com/discussions/345937 by alecswan | ||
95 | // - Added option to set MaxStackSize of threads | ||
96 | |||
97 | #endregion | ||
54 | 98 | ||
55 | using System; | 99 | using System; |
56 | using System.Security; | 100 | using System.Security; |
57 | using System.Threading; | 101 | using System.Threading; |
58 | using System.Collections; | 102 | using System.Collections; |
103 | using System.Collections.Generic; | ||
59 | using System.Diagnostics; | 104 | using System.Diagnostics; |
60 | using System.Runtime.CompilerServices; | 105 | using System.Runtime.CompilerServices; |
61 | 106 | ||
@@ -63,1213 +108,1503 @@ using Amib.Threading.Internal; | |||
63 | 108 | ||
64 | namespace Amib.Threading | 109 | namespace Amib.Threading |
65 | { | 110 | { |
66 | #region SmartThreadPool class | 111 | #region SmartThreadPool class |
67 | /// <summary> | 112 | /// <summary> |
68 | /// Smart thread pool class. | 113 | /// Smart thread pool class. |
69 | /// </summary> | 114 | /// </summary> |
70 | public class SmartThreadPool : IWorkItemsGroup, IDisposable | 115 | public partial class SmartThreadPool : WorkItemsGroupBase, IDisposable |
71 | { | 116 | { |
72 | #region Default Constants | 117 | #region Public Default Constants |
73 | 118 | ||
74 | /// <summary> | 119 | /// <summary> |
75 | /// Default minimum number of threads the thread pool contains. (0) | 120 | /// Default minimum number of threads the thread pool contains. (0) |
76 | /// </summary> | 121 | /// </summary> |
77 | public const int DefaultMinWorkerThreads = 0; | 122 | public const int DefaultMinWorkerThreads = 0; |
78 | 123 | ||
79 | /// <summary> | 124 | /// <summary> |
80 | /// Default maximum number of threads the thread pool contains. (25) | 125 | /// Default maximum number of threads the thread pool contains. (25) |
81 | /// </summary> | 126 | /// </summary> |
82 | public const int DefaultMaxWorkerThreads = 25; | 127 | public const int DefaultMaxWorkerThreads = 25; |
83 | 128 | ||
84 | /// <summary> | 129 | /// <summary> |
85 | /// Default idle timeout in milliseconds. (One minute) | 130 | /// Default idle timeout in milliseconds. (One minute) |
131 | /// </summary> | ||
132 | public const int DefaultIdleTimeout = 60*1000; // One minute | ||
133 | |||
134 | /// <summary> | ||
135 | /// Indicate to copy the security context of the caller and then use it in the call. (false) | ||
136 | /// </summary> | ||
137 | public const bool DefaultUseCallerCallContext = false; | ||
138 | |||
139 | /// <summary> | ||
140 | /// Indicate to copy the HTTP context of the caller and then use it in the call. (false) | ||
141 | /// </summary> | ||
142 | public const bool DefaultUseCallerHttpContext = false; | ||
143 | |||
144 | /// <summary> | ||
145 | /// Indicate to dispose of the state objects if they support the IDispose interface. (false) | ||
146 | /// </summary> | ||
147 | public const bool DefaultDisposeOfStateObjects = false; | ||
148 | |||
149 | /// <summary> | ||
150 | /// The default option to run the post execute (CallToPostExecute.Always) | ||
151 | /// </summary> | ||
152 | public const CallToPostExecute DefaultCallToPostExecute = CallToPostExecute.Always; | ||
153 | |||
154 | /// <summary> | ||
155 | /// The default post execute method to run. (None) | ||
156 | /// When null it means not to call it. | ||
157 | /// </summary> | ||
158 | public static readonly PostExecuteWorkItemCallback DefaultPostExecuteWorkItemCallback; | ||
159 | |||
160 | /// <summary> | ||
161 | /// The default work item priority (WorkItemPriority.Normal) | ||
162 | /// </summary> | ||
163 | public const WorkItemPriority DefaultWorkItemPriority = WorkItemPriority.Normal; | ||
164 | |||
165 | /// <summary> | ||
166 | /// The default is to work on work items as soon as they arrive | ||
167 | /// and not to wait for the start. (false) | ||
168 | /// </summary> | ||
169 | public const bool DefaultStartSuspended = false; | ||
170 | |||
171 | /// <summary> | ||
172 | /// The default name to use for the performance counters instance. (null) | ||
173 | /// </summary> | ||
174 | public static readonly string DefaultPerformanceCounterInstanceName; | ||
175 | |||
176 | #if !(WINDOWS_PHONE) | ||
177 | |||
178 | /// <summary> | ||
179 | /// The default thread priority (ThreadPriority.Normal) | ||
180 | /// </summary> | ||
181 | public const ThreadPriority DefaultThreadPriority = ThreadPriority.Normal; | ||
182 | #endif | ||
183 | /// <summary> | ||
184 | /// The default thread pool name. (SmartThreadPool) | ||
86 | /// </summary> | 185 | /// </summary> |
87 | public const int DefaultIdleTimeout = 60*1000; // One minute | 186 | public const string DefaultThreadPoolName = "SmartThreadPool"; |
88 | 187 | ||
89 | /// <summary> | 188 | /// <summary> |
90 | /// Indicate to copy the security context of the caller and then use it in the call. (false) | 189 | /// The default Max Stack Size. (SmartThreadPool) |
91 | /// </summary> | 190 | /// </summary> |
92 | public const bool DefaultUseCallerCallContext = false; | 191 | public static readonly int? DefaultMaxStackSize = null; |
93 | 192 | ||
94 | /// <summary> | 193 | /// <summary> |
95 | /// Indicate to copy the HTTP context of the caller and then use it in the call. (false) | 194 | /// The default fill state with params. (false) |
195 | /// It is relevant only to QueueWorkItem of Action<...>/Func<...> | ||
96 | /// </summary> | 196 | /// </summary> |
97 | public const bool DefaultUseCallerHttpContext = false; | 197 | public const bool DefaultFillStateWithArgs = false; |
98 | 198 | ||
99 | /// <summary> | 199 | /// <summary> |
100 | /// Indicate to dispose of the state objects if they support the IDispose interface. (false) | 200 | /// The default thread backgroundness. (true) |
101 | /// </summary> | 201 | /// </summary> |
102 | public const bool DefaultDisposeOfStateObjects = false; | 202 | public const bool DefaultAreThreadsBackground = true; |
103 | 203 | ||
204 | #if !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
104 | /// <summary> | 205 | /// <summary> |
105 | /// The default option to run the post execute | 206 | /// The default apartment state of a thread in the thread pool. |
207 | /// The default is ApartmentState.Unknown which means the STP will not | ||
208 | /// set the apartment of the thread. It will use the .NET default. | ||
106 | /// </summary> | 209 | /// </summary> |
107 | public const CallToPostExecute DefaultCallToPostExecute = CallToPostExecute.Always; | 210 | public const ApartmentState DefaultApartmentState = ApartmentState.Unknown; |
211 | #endif | ||
108 | 212 | ||
109 | /// <summary> | 213 | #endregion |
110 | /// The default post execute method to run. | ||
111 | /// When null it means not to call it. | ||
112 | /// </summary> | ||
113 | public static readonly PostExecuteWorkItemCallback DefaultPostExecuteWorkItemCallback = null; | ||
114 | 214 | ||
115 | /// <summary> | 215 | #region Member Variables |
116 | /// The default work item priority | ||
117 | /// </summary> | ||
118 | public const WorkItemPriority DefaultWorkItemPriority = WorkItemPriority.Normal; | ||
119 | 216 | ||
120 | /// <summary> | 217 | /// <summary> |
121 | /// The default is to work on work items as soon as they arrive | 218 | /// Dictionary of all the threads in the thread pool. |
122 | /// and not to wait for the start. | 219 | /// </summary> |
123 | /// </summary> | 220 | private readonly SynchronizedDictionary<Thread, ThreadEntry> _workerThreads = new SynchronizedDictionary<Thread, ThreadEntry>(); |
124 | public const bool DefaultStartSuspended = false; | ||
125 | 221 | ||
126 | /// <summary> | 222 | /// <summary> |
127 | /// The default is not to use the performance counters | 223 | /// Queue of work items. |
128 | /// </summary> | 224 | /// </summary> |
129 | public static readonly string DefaultPerformanceCounterInstanceName = null; | 225 | private readonly WorkItemsQueue _workItemsQueue = new WorkItemsQueue(); |
130 | 226 | ||
131 | public static readonly int DefaultStackSize = 0; | 227 | /// <summary> |
228 | /// Count the work items handled. | ||
229 | /// Used by the performance counter. | ||
230 | /// </summary> | ||
231 | private int _workItemsProcessed; | ||
132 | 232 | ||
133 | /// <summary> | 233 | /// <summary> |
134 | /// The default thread priority | 234 | /// Number of threads that currently work (not idle). |
135 | /// </summary> | 235 | /// </summary> |
136 | public const ThreadPriority DefaultThreadPriority = ThreadPriority.Normal; | 236 | private int _inUseWorkerThreads; |
137 | 237 | ||
138 | /// <summary> | 238 | /// <summary> |
139 | /// The default thread pool name | 239 | /// Stores a copy of the original STPStartInfo. |
240 | /// It is used to change the MinThread and MaxThreads | ||
140 | /// </summary> | 241 | /// </summary> |
141 | public const string DefaultThreadPoolName = "SmartThreadPool"; | 242 | private STPStartInfo _stpStartInfo; |
142 | 243 | ||
143 | #endregion | 244 | /// <summary> |
245 | /// Total number of work items that are stored in the work items queue | ||
246 | /// plus the work items that the threads in the pool are working on. | ||
247 | /// </summary> | ||
248 | private int _currentWorkItemsCount; | ||
144 | 249 | ||
145 | #region Member Variables | 250 | /// <summary> |
251 | /// Signaled when the thread pool is idle, i.e. no thread is busy | ||
252 | /// and the work items queue is empty | ||
253 | /// </summary> | ||
254 | //private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true); | ||
255 | private ManualResetEvent _isIdleWaitHandle = EventWaitHandleFactory.CreateManualResetEvent(true); | ||
146 | 256 | ||
147 | /// <summary> | 257 | /// <summary> |
148 | /// Contains the name of this instance of SmartThreadPool. | 258 | /// An event to signal all the threads to quit immediately. |
149 | /// Can be changed by the user. | 259 | /// </summary> |
150 | /// </summary> | 260 | //private ManualResetEvent _shuttingDownEvent = new ManualResetEvent(false); |
151 | private string _name = DefaultThreadPoolName; | 261 | private ManualResetEvent _shuttingDownEvent = EventWaitHandleFactory.CreateManualResetEvent(false); |
152 | 262 | ||
153 | /// <summary> | 263 | /// <summary> |
154 | /// Hashtable of all the threads in the thread pool. | 264 | /// A flag to indicate if the Smart Thread Pool is now suspended. |
155 | /// </summary> | 265 | /// </summary> |
156 | private Hashtable _workerThreads = Hashtable.Synchronized(new Hashtable()); | 266 | private bool _isSuspended; |
157 | 267 | ||
158 | /// <summary> | 268 | /// <summary> |
159 | /// Queue of work items. | 269 | /// A flag to indicate the threads to quit. |
160 | /// </summary> | 270 | /// </summary> |
161 | private WorkItemsQueue _workItemsQueue = new WorkItemsQueue(); | 271 | private bool _shutdown; |
162 | 272 | ||
163 | /// <summary> | 273 | /// <summary> |
164 | /// Count the work items handled. | 274 | /// Counts the threads created in the pool. |
165 | /// Used by the performance counter. | 275 | /// It is used to name the threads. |
166 | /// </summary> | 276 | /// </summary> |
167 | private long _workItemsProcessed = 0; | 277 | private int _threadCounter; |
168 | 278 | ||
169 | /// <summary> | 279 | /// <summary> |
170 | /// Number of threads that currently work (not idle). | 280 | /// Indicate that the SmartThreadPool has been disposed |
171 | /// </summary> | 281 | /// </summary> |
172 | private int _inUseWorkerThreads = 0; | 282 | private bool _isDisposed; |
173 | 283 | ||
174 | /// <summary> | 284 | /// <summary> |
175 | /// Start information to use. | 285 | /// Holds all the WorkItemsGroup instaces that have at least one |
176 | /// It is simpler than providing many constructors. | 286 | /// work item int the SmartThreadPool |
177 | /// </summary> | 287 | /// This variable is used in case of Shutdown |
178 | private STPStartInfo _stpStartInfo = new STPStartInfo(); | 288 | /// </summary> |
289 | private readonly SynchronizedDictionary<IWorkItemsGroup, IWorkItemsGroup> _workItemsGroups = new SynchronizedDictionary<IWorkItemsGroup, IWorkItemsGroup>(); | ||
179 | 290 | ||
180 | /// <summary> | 291 | /// <summary> |
181 | /// Total number of work items that are stored in the work items queue | 292 | /// A common object for all the work items int the STP |
182 | /// plus the work items that the threads in the pool are working on. | 293 | /// so we can mark them to cancel in O(1) |
183 | /// </summary> | 294 | /// </summary> |
184 | private int _currentWorkItemsCount = 0; | 295 | private CanceledWorkItemsGroup _canceledSmartThreadPool = new CanceledWorkItemsGroup(); |
185 | 296 | ||
186 | /// <summary> | 297 | /// <summary> |
187 | /// Signaled when the thread pool is idle, i.e. no thread is busy | 298 | /// Windows STP performance counters |
188 | /// and the work items queue is empty | ||
189 | /// </summary> | 299 | /// </summary> |
190 | private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true); | 300 | private ISTPInstancePerformanceCounters _windowsPCs = NullSTPInstancePerformanceCounters.Instance; |
191 | 301 | ||
192 | /// <summary> | 302 | /// <summary> |
193 | /// An event to signal all the threads to quit immediately. | 303 | /// Local STP performance counters |
194 | /// </summary> | 304 | /// </summary> |
195 | private ManualResetEvent _shuttingDownEvent = new ManualResetEvent(false); | 305 | private ISTPInstancePerformanceCounters _localPCs = NullSTPInstancePerformanceCounters.Instance; |
196 | 306 | ||
197 | /// <summary> | ||
198 | /// A flag to indicate the threads to quit. | ||
199 | /// </summary> | ||
200 | private bool _shutdown = false; | ||
201 | 307 | ||
202 | /// <summary> | 308 | #if (WINDOWS_PHONE) |
203 | /// Counts the threads created in the pool. | 309 | private static readonly Dictionary<int, ThreadEntry> _threadEntries = new Dictionary<int, ThreadEntry>(); |
204 | /// It is used to name the threads. | 310 | #elif (_WINDOWS_CE) |
205 | /// </summary> | 311 | private static LocalDataStoreSlot _threadEntrySlot = Thread.AllocateDataSlot(); |
206 | private int _threadCounter = 0; | 312 | #else |
313 | [ThreadStatic] | ||
314 | private static ThreadEntry _threadEntry; | ||
207 | 315 | ||
208 | /// <summary> | 316 | #endif |
209 | /// Indicate that the SmartThreadPool has been disposed | ||
210 | /// </summary> | ||
211 | private bool _isDisposed = false; | ||
212 | 317 | ||
213 | /// <summary> | 318 | /// <summary> |
214 | /// Event to send that the thread pool is idle | 319 | /// An event to call after a thread is created, but before |
320 | /// it's first use. | ||
215 | /// </summary> | 321 | /// </summary> |
216 | private event EventHandler _stpIdle; | 322 | private event ThreadInitializationHandler _onThreadInitialization; |
217 | 323 | ||
218 | /// <summary> | 324 | /// <summary> |
219 | /// On idle event | 325 | /// An event to call when a thread is about to exit, after |
326 | /// it is no longer belong to the pool. | ||
220 | /// </summary> | 327 | /// </summary> |
221 | //private event WorkItemsGroupIdleHandler _onIdle; | 328 | private event ThreadTerminationHandler _onThreadTermination; |
222 | 329 | ||
223 | /// <summary> | 330 | #endregion |
224 | /// Holds all the WorkItemsGroup instaces that have at least one | ||
225 | /// work item int the SmartThreadPool | ||
226 | /// This variable is used in case of Shutdown | ||
227 | /// </summary> | ||
228 | private Hashtable _workItemsGroups = Hashtable.Synchronized(new Hashtable()); | ||
229 | 331 | ||
230 | /// <summary> | 332 | #region Per thread properties |
231 | /// A reference from each thread in the thread pool to its SmartThreadPool | ||
232 | /// object container. | ||
233 | /// With this variable a thread can know whatever it belongs to a | ||
234 | /// SmartThreadPool. | ||
235 | /// </summary> | ||
236 | [ThreadStatic] | ||
237 | private static SmartThreadPool _smartThreadPool; | ||
238 | 333 | ||
239 | /// <summary> | 334 | /// <summary> |
240 | /// A reference to the current work item a thread from the thread pool | 335 | /// A reference to the current work item a thread from the thread pool |
241 | /// is executing. | 336 | /// is executing. |
242 | /// </summary> | 337 | /// </summary> |
243 | [ThreadStatic] | 338 | internal static ThreadEntry CurrentThreadEntry |
244 | private static WorkItem _currentWorkItem; | 339 | { |
245 | 340 | #if (WINDOWS_PHONE) | |
246 | /// <summary> | 341 | get |
247 | /// STP performance counters | 342 | { |
248 | /// </summary> | 343 | lock(_threadEntries) |
249 | private ISTPInstancePerformanceCounters _pcs = NullSTPInstancePerformanceCounters.Instance; | 344 | { |
250 | 345 | ThreadEntry threadEntry; | |
346 | if (_threadEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out threadEntry)) | ||
347 | { | ||
348 | return threadEntry; | ||
349 | } | ||
350 | } | ||
351 | return null; | ||
352 | } | ||
353 | set | ||
354 | { | ||
355 | lock(_threadEntries) | ||
356 | { | ||
357 | _threadEntries[Thread.CurrentThread.ManagedThreadId] = value; | ||
358 | } | ||
359 | } | ||
360 | #elif (_WINDOWS_CE) | ||
361 | get | ||
362 | { | ||
363 | //Thread.CurrentThread.ManagedThreadId | ||
364 | return Thread.GetData(_threadEntrySlot) as ThreadEntry; | ||
365 | } | ||
366 | set | ||
367 | { | ||
368 | Thread.SetData(_threadEntrySlot, value); | ||
369 | } | ||
370 | #else | ||
371 | get | ||
372 | { | ||
373 | return _threadEntry; | ||
374 | } | ||
375 | set | ||
376 | { | ||
377 | _threadEntry = value; | ||
378 | } | ||
379 | #endif | ||
380 | } | ||
251 | #endregion | 381 | #endregion |
252 | 382 | ||
253 | #region Construction and Finalization | 383 | #region Construction and Finalization |
254 | 384 | ||
255 | /// <summary> | 385 | /// <summary> |
256 | /// Constructor | 386 | /// Constructor |
257 | /// </summary> | 387 | /// </summary> |
258 | public SmartThreadPool() | 388 | public SmartThreadPool() |
259 | { | 389 | { |
390 | _stpStartInfo = new STPStartInfo(); | ||
260 | Initialize(); | 391 | Initialize(); |
261 | } | 392 | } |
262 | 393 | ||
263 | /// <summary> | 394 | /// <summary> |
264 | /// Constructor | 395 | /// Constructor |
265 | /// </summary> | 396 | /// </summary> |
266 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> | 397 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> |
267 | public SmartThreadPool(int idleTimeout) | 398 | public SmartThreadPool(int idleTimeout) |
268 | { | 399 | { |
269 | _stpStartInfo.IdleTimeout = idleTimeout; | 400 | _stpStartInfo = new STPStartInfo |
270 | Initialize(); | 401 | { |
271 | } | 402 | IdleTimeout = idleTimeout, |
403 | }; | ||
404 | Initialize(); | ||
405 | } | ||
406 | |||
407 | /// <summary> | ||
408 | /// Constructor | ||
409 | /// </summary> | ||
410 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> | ||
411 | /// <param name="maxWorkerThreads">Upper limit of threads in the pool</param> | ||
412 | public SmartThreadPool( | ||
413 | int idleTimeout, | ||
414 | int maxWorkerThreads) | ||
415 | { | ||
416 | _stpStartInfo = new STPStartInfo | ||
417 | { | ||
418 | IdleTimeout = idleTimeout, | ||
419 | MaxWorkerThreads = maxWorkerThreads, | ||
420 | }; | ||
421 | Initialize(); | ||
422 | } | ||
423 | |||
424 | /// <summary> | ||
425 | /// Constructor | ||
426 | /// </summary> | ||
427 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> | ||
428 | /// <param name="maxWorkerThreads">Upper limit of threads in the pool</param> | ||
429 | /// <param name="minWorkerThreads">Lower limit of threads in the pool</param> | ||
430 | public SmartThreadPool( | ||
431 | int idleTimeout, | ||
432 | int maxWorkerThreads, | ||
433 | int minWorkerThreads) | ||
434 | { | ||
435 | _stpStartInfo = new STPStartInfo | ||
436 | { | ||
437 | IdleTimeout = idleTimeout, | ||
438 | MaxWorkerThreads = maxWorkerThreads, | ||
439 | MinWorkerThreads = minWorkerThreads, | ||
440 | }; | ||
441 | Initialize(); | ||
442 | } | ||
272 | 443 | ||
273 | /// <summary> | 444 | /// <summary> |
274 | /// Constructor | 445 | /// Constructor |
275 | /// </summary> | 446 | /// </summary> |
276 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> | 447 | /// <param name="stpStartInfo">A SmartThreadPool configuration that overrides the default behavior</param> |
277 | /// <param name="maxWorkerThreads">Upper limit of threads in the pool</param> | 448 | public SmartThreadPool(STPStartInfo stpStartInfo) |
278 | public SmartThreadPool( | 449 | { |
279 | int idleTimeout, | 450 | _stpStartInfo = new STPStartInfo(stpStartInfo); |
280 | int maxWorkerThreads) | 451 | Initialize(); |
281 | { | 452 | } |
282 | _stpStartInfo.IdleTimeout = idleTimeout; | ||
283 | _stpStartInfo.MaxWorkerThreads = maxWorkerThreads; | ||
284 | Initialize(); | ||
285 | } | ||
286 | 453 | ||
287 | /// <summary> | 454 | private void Initialize() |
288 | /// Constructor | 455 | { |
289 | /// </summary> | 456 | Name = _stpStartInfo.ThreadPoolName; |
290 | /// <param name="idleTimeout">Idle timeout in milliseconds</param> | 457 | ValidateSTPStartInfo(); |
291 | /// <param name="maxWorkerThreads">Upper limit of threads in the pool</param> | ||
292 | /// <param name="minWorkerThreads">Lower limit of threads in the pool</param> | ||
293 | public SmartThreadPool( | ||
294 | int idleTimeout, | ||
295 | int maxWorkerThreads, | ||
296 | int minWorkerThreads) | ||
297 | { | ||
298 | _stpStartInfo.IdleTimeout = idleTimeout; | ||
299 | _stpStartInfo.MaxWorkerThreads = maxWorkerThreads; | ||
300 | _stpStartInfo.MinWorkerThreads = minWorkerThreads; | ||
301 | Initialize(); | ||
302 | } | ||
303 | 458 | ||
304 | /// <summary> | 459 | // _stpStartInfoRW stores a read/write copy of the STPStartInfo. |
305 | /// Constructor | 460 | // Actually only MaxWorkerThreads and MinWorkerThreads are overwritten |
306 | /// </summary> | ||
307 | public SmartThreadPool(STPStartInfo stpStartInfo) | ||
308 | { | ||
309 | _stpStartInfo = new STPStartInfo(stpStartInfo); | ||
310 | Initialize(); | ||
311 | } | ||
312 | 461 | ||
313 | private void Initialize() | 462 | _isSuspended = _stpStartInfo.StartSuspended; |
314 | { | ||
315 | Name = _stpStartInfo.ThreadPoolName; | ||
316 | ValidateSTPStartInfo(); | ||
317 | 463 | ||
464 | #if (_WINDOWS_CE) || (_SILVERLIGHT) || (_MONO) || (WINDOWS_PHONE) | ||
465 | if (null != _stpStartInfo.PerformanceCounterInstanceName) | ||
466 | { | ||
467 | throw new NotSupportedException("Performance counters are not implemented for Compact Framework/Silverlight/Mono, instead use StpStartInfo.EnableLocalPerformanceCounters"); | ||
468 | } | ||
469 | #else | ||
318 | if (null != _stpStartInfo.PerformanceCounterInstanceName) | 470 | if (null != _stpStartInfo.PerformanceCounterInstanceName) |
319 | { | 471 | { |
320 | try | 472 | try |
321 | { | 473 | { |
322 | _pcs = new STPInstancePerformanceCounters(_stpStartInfo.PerformanceCounterInstanceName); | 474 | _windowsPCs = new STPInstancePerformanceCounters(_stpStartInfo.PerformanceCounterInstanceName); |
323 | } | 475 | } |
324 | catch(Exception e) | 476 | catch (Exception e) |
325 | { | 477 | { |
326 | Debug.WriteLine("Unable to create Performance Counters: " + e.ToString()); | 478 | Debug.WriteLine("Unable to create Performance Counters: " + e); |
327 | _pcs = NullSTPInstancePerformanceCounters.Instance; | 479 | _windowsPCs = NullSTPInstancePerformanceCounters.Instance; |
328 | } | 480 | } |
329 | } | 481 | } |
482 | #endif | ||
330 | 483 | ||
331 | StartOptimalNumberOfThreads(); | 484 | if (_stpStartInfo.EnableLocalPerformanceCounters) |
332 | } | ||
333 | |||
334 | private void StartOptimalNumberOfThreads() | ||
335 | { | ||
336 | int threadsCount = Math.Max(_workItemsQueue.Count, _stpStartInfo.MinWorkerThreads); | ||
337 | threadsCount = Math.Min(threadsCount, _stpStartInfo.MaxWorkerThreads); | ||
338 | StartThreads(threadsCount); | ||
339 | } | ||
340 | |||
341 | private void ValidateSTPStartInfo() | ||
342 | { | ||
343 | if (_stpStartInfo.MinWorkerThreads < 0) | ||
344 | { | ||
345 | throw new ArgumentOutOfRangeException( | ||
346 | "MinWorkerThreads", "MinWorkerThreads cannot be negative"); | ||
347 | } | ||
348 | |||
349 | if (_stpStartInfo.MaxWorkerThreads <= 0) | ||
350 | { | 485 | { |
351 | throw new ArgumentOutOfRangeException( | 486 | _localPCs = new LocalSTPInstancePerformanceCounters(); |
352 | "MaxWorkerThreads", "MaxWorkerThreads must be greater than zero"); | ||
353 | } | 487 | } |
354 | 488 | ||
355 | if (_stpStartInfo.MinWorkerThreads > _stpStartInfo.MaxWorkerThreads) | 489 | // If the STP is not started suspended then start the threads. |
490 | if (!_isSuspended) | ||
356 | { | 491 | { |
357 | throw new ArgumentOutOfRangeException( | 492 | StartOptimalNumberOfThreads(); |
358 | "MinWorkerThreads, maxWorkerThreads", | ||
359 | "MaxWorkerThreads must be greater or equal to MinWorkerThreads"); | ||
360 | } | 493 | } |
361 | } | 494 | } |
362 | 495 | ||
363 | private void ValidateCallback(Delegate callback) | 496 | private void StartOptimalNumberOfThreads() |
364 | { | 497 | { |
365 | if(callback.GetInvocationList().Length > 1) | 498 | int threadsCount = Math.Max(_workItemsQueue.Count, _stpStartInfo.MinWorkerThreads); |
499 | threadsCount = Math.Min(threadsCount, _stpStartInfo.MaxWorkerThreads); | ||
500 | threadsCount -= _workerThreads.Count; | ||
501 | if (threadsCount > 0) | ||
366 | { | 502 | { |
367 | throw new NotSupportedException("SmartThreadPool doesn't support delegates chains"); | 503 | StartThreads(threadsCount); |
368 | } | 504 | } |
369 | } | 505 | } |
370 | 506 | ||
371 | #endregion | 507 | private void ValidateSTPStartInfo() |
508 | { | ||
509 | if (_stpStartInfo.MinWorkerThreads < 0) | ||
510 | { | ||
511 | throw new ArgumentOutOfRangeException( | ||
512 | "MinWorkerThreads", "MinWorkerThreads cannot be negative"); | ||
513 | } | ||
372 | 514 | ||
373 | #region Thread Processing | 515 | if (_stpStartInfo.MaxWorkerThreads <= 0) |
516 | { | ||
517 | throw new ArgumentOutOfRangeException( | ||
518 | "MaxWorkerThreads", "MaxWorkerThreads must be greater than zero"); | ||
519 | } | ||
374 | 520 | ||
375 | /// <summary> | 521 | if (_stpStartInfo.MinWorkerThreads > _stpStartInfo.MaxWorkerThreads) |
376 | /// Waits on the queue for a work item, shutdown, or timeout. | 522 | { |
377 | /// </summary> | 523 | throw new ArgumentOutOfRangeException( |
378 | /// <returns> | 524 | "MinWorkerThreads, maxWorkerThreads", |
379 | /// Returns the WaitingCallback or null in case of timeout or shutdown. | 525 | "MaxWorkerThreads must be greater or equal to MinWorkerThreads"); |
380 | /// </returns> | 526 | } |
381 | private WorkItem Dequeue() | 527 | } |
382 | { | 528 | |
383 | WorkItem workItem = | 529 | private static void ValidateCallback(Delegate callback) |
530 | { | ||
531 | if(callback.GetInvocationList().Length > 1) | ||
532 | { | ||
533 | throw new NotSupportedException("SmartThreadPool doesn't support delegates chains"); | ||
534 | } | ||
535 | } | ||
536 | |||
537 | #endregion | ||
538 | |||
539 | #region Thread Processing | ||
540 | |||
541 | /// <summary> | ||
542 | /// Waits on the queue for a work item, shutdown, or timeout. | ||
543 | /// </summary> | ||
544 | /// <returns> | ||
545 | /// Returns the WaitingCallback or null in case of timeout or shutdown. | ||
546 | /// </returns> | ||
547 | private WorkItem Dequeue() | ||
548 | { | ||
549 | WorkItem workItem = | ||
384 | _workItemsQueue.DequeueWorkItem(_stpStartInfo.IdleTimeout, _shuttingDownEvent); | 550 | _workItemsQueue.DequeueWorkItem(_stpStartInfo.IdleTimeout, _shuttingDownEvent); |
385 | 551 | ||
386 | return workItem; | 552 | return workItem; |
387 | } | 553 | } |
388 | 554 | ||
389 | /// <summary> | 555 | /// <summary> |
390 | /// Put a new work item in the queue | 556 | /// Put a new work item in the queue |
391 | /// </summary> | 557 | /// </summary> |
392 | /// <param name="workItem">A work item to queue</param> | 558 | /// <param name="workItem">A work item to queue</param> |
393 | private void Enqueue(WorkItem workItem) | 559 | internal override void Enqueue(WorkItem workItem) |
394 | { | 560 | { |
395 | Enqueue(workItem, true); | 561 | // Make sure the workItem is not null |
396 | } | 562 | Debug.Assert(null != workItem); |
397 | 563 | ||
398 | /// <summary> | 564 | IncrementWorkItemsCount(); |
399 | /// Put a new work item in the queue | 565 | |
400 | /// </summary> | 566 | workItem.CanceledSmartThreadPool = _canceledSmartThreadPool; |
401 | /// <param name="workItem">A work item to queue</param> | 567 | _workItemsQueue.EnqueueWorkItem(workItem); |
402 | internal void Enqueue(WorkItem workItem, bool incrementWorkItems) | 568 | workItem.WorkItemIsQueued(); |
403 | { | 569 | |
404 | // Make sure the workItem is not null | 570 | // If all the threads are busy then try to create a new one |
405 | Debug.Assert(null != workItem); | 571 | if (_currentWorkItemsCount > _workerThreads.Count) |
406 | 572 | { | |
407 | if (incrementWorkItems) | 573 | StartThreads(1); |
408 | { | 574 | } |
409 | IncrementWorkItemsCount(); | 575 | } |
410 | } | 576 | |
411 | 577 | private void IncrementWorkItemsCount() | |
412 | _workItemsQueue.EnqueueWorkItem(workItem); | 578 | { |
413 | workItem.WorkItemIsQueued(); | 579 | _windowsPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); |
414 | 580 | _localPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); | |
415 | // If all the threads are busy then try to create a new one | 581 | |
416 | if ((InUseThreads + WaitingCallbacks) > _workerThreads.Count) | 582 | int count = Interlocked.Increment(ref _currentWorkItemsCount); |
417 | { | 583 | //Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString()); |
418 | StartThreads(1); | 584 | if (count == 1) |
419 | } | 585 | { |
420 | } | 586 | IsIdle = false; |
421 | |||
422 | private void IncrementWorkItemsCount() | ||
423 | { | ||
424 | _pcs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); | ||
425 | |||
426 | int count = Interlocked.Increment(ref _currentWorkItemsCount); | ||
427 | //Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString()); | ||
428 | if (count == 1) | ||
429 | { | ||
430 | //Trace.WriteLine("STP is NOT idle"); | ||
431 | _isIdleWaitHandle.Reset(); | 587 | _isIdleWaitHandle.Reset(); |
432 | } | 588 | } |
433 | } | 589 | } |
434 | |||
435 | private void DecrementWorkItemsCount() | ||
436 | { | ||
437 | ++_workItemsProcessed; | ||
438 | |||
439 | // The counter counts even if the work item was cancelled | ||
440 | _pcs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); | ||
441 | 590 | ||
591 | private void DecrementWorkItemsCount() | ||
592 | { | ||
442 | int count = Interlocked.Decrement(ref _currentWorkItemsCount); | 593 | int count = Interlocked.Decrement(ref _currentWorkItemsCount); |
443 | //Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString()); | 594 | //Trace.WriteLine("WorkItemsCount = " + _currentWorkItemsCount.ToString()); |
444 | if (count == 0) | 595 | if (count == 0) |
445 | { | 596 | { |
446 | //Trace.WriteLine("STP is idle"); | 597 | IsIdle = true; |
447 | _isIdleWaitHandle.Set(); | 598 | _isIdleWaitHandle.Set(); |
448 | } | 599 | } |
449 | } | ||
450 | 600 | ||
451 | internal void RegisterWorkItemsGroup(IWorkItemsGroup workItemsGroup) | 601 | Interlocked.Increment(ref _workItemsProcessed); |
452 | { | ||
453 | _workItemsGroups[workItemsGroup] = workItemsGroup; | ||
454 | } | ||
455 | |||
456 | internal void UnregisterWorkItemsGroup(IWorkItemsGroup workItemsGroup) | ||
457 | { | ||
458 | if (_workItemsGroups.Contains(workItemsGroup)) | ||
459 | { | ||
460 | _workItemsGroups.Remove(workItemsGroup); | ||
461 | } | ||
462 | } | ||
463 | 602 | ||
464 | /// <summary> | 603 | if (!_shutdown) |
465 | /// Inform that the current thread is about to quit or quiting. | ||
466 | /// The same thread may call this method more than once. | ||
467 | /// </summary> | ||
468 | private void InformCompleted() | ||
469 | { | ||
470 | // There is no need to lock the two methods together | ||
471 | // since only the current thread removes itself | ||
472 | // and the _workerThreads is a synchronized hashtable | ||
473 | if (_workerThreads.Contains(Thread.CurrentThread)) | ||
474 | { | 604 | { |
475 | _workerThreads.Remove(Thread.CurrentThread); | 605 | // The counter counts even if the work item was cancelled |
476 | _pcs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); | 606 | _windowsPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); |
607 | _localPCs.SampleWorkItems(_workItemsQueue.Count, _workItemsProcessed); | ||
477 | } | 608 | } |
478 | } | ||
479 | 609 | ||
480 | /// <summary> | 610 | } |
481 | /// Starts new threads | 611 | |
482 | /// </summary> | 612 | internal void RegisterWorkItemsGroup(IWorkItemsGroup workItemsGroup) |
483 | /// <param name="threadsCount">The number of threads to start</param> | 613 | { |
484 | private void StartThreads(int threadsCount) | 614 | _workItemsGroups[workItemsGroup] = workItemsGroup; |
485 | { | 615 | } |
486 | if (_stpStartInfo.StartSuspended) | 616 | |
487 | { | 617 | internal void UnregisterWorkItemsGroup(IWorkItemsGroup workItemsGroup) |
488 | return; | 618 | { |
489 | } | 619 | if (_workItemsGroups.Contains(workItemsGroup)) |
620 | { | ||
621 | _workItemsGroups.Remove(workItemsGroup); | ||
622 | } | ||
623 | } | ||
624 | |||
625 | /// <summary> | ||
626 | /// Inform that the current thread is about to quit or quiting. | ||
627 | /// The same thread may call this method more than once. | ||
628 | /// </summary> | ||
629 | private void InformCompleted() | ||
630 | { | ||
631 | // There is no need to lock the two methods together | ||
632 | // since only the current thread removes itself | ||
633 | // and the _workerThreads is a synchronized dictionary | ||
634 | if (_workerThreads.Contains(Thread.CurrentThread)) | ||
635 | { | ||
636 | _workerThreads.Remove(Thread.CurrentThread); | ||
637 | _windowsPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); | ||
638 | _localPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); | ||
639 | } | ||
640 | } | ||
641 | |||
642 | /// <summary> | ||
643 | /// Starts new threads | ||
644 | /// </summary> | ||
645 | /// <param name="threadsCount">The number of threads to start</param> | ||
646 | private void StartThreads(int threadsCount) | ||
647 | { | ||
648 | if (_isSuspended) | ||
649 | { | ||
650 | return; | ||
651 | } | ||
652 | |||
653 | lock(_workerThreads.SyncRoot) | ||
654 | { | ||
655 | // Don't start threads on shut down | ||
656 | if (_shutdown) | ||
657 | { | ||
658 | return; | ||
659 | } | ||
660 | |||
661 | for(int i = 0; i < threadsCount; ++i) | ||
662 | { | ||
663 | // Don't create more threads then the upper limit | ||
664 | if (_workerThreads.Count >= _stpStartInfo.MaxWorkerThreads) | ||
665 | { | ||
666 | return; | ||
667 | } | ||
490 | 668 | ||
491 | lock(_workerThreads.SyncRoot) | 669 | // Create a new thread |
492 | { | ||
493 | // Don't start threads on shut down | ||
494 | if (_shutdown) | ||
495 | { | ||
496 | return; | ||
497 | } | ||
498 | 670 | ||
499 | for(int i = 0; i < threadsCount; ++i) | 671 | #if (_SILVERLIGHT) || (WINDOWS_PHONE) |
500 | { | 672 | Thread workerThread = new Thread(ProcessQueuedItems); |
501 | // Don't create more threads then the upper limit | 673 | #else |
502 | if (_workerThreads.Count >= _stpStartInfo.MaxWorkerThreads) | 674 | Thread workerThread = |
675 | _stpStartInfo.MaxStackSize.HasValue | ||
676 | ? new Thread(ProcessQueuedItems, _stpStartInfo.MaxStackSize.Value) | ||
677 | : new Thread(ProcessQueuedItems); | ||
678 | #endif | ||
679 | // Configure the new thread and start it | ||
680 | workerThread.Name = "STP " + Name + " Thread #" + _threadCounter; | ||
681 | workerThread.IsBackground = _stpStartInfo.AreThreadsBackground; | ||
682 | |||
683 | #if !(_SILVERLIGHT) && !(_WINDOWS_CE) && !(WINDOWS_PHONE) | ||
684 | if (_stpStartInfo.ApartmentState != ApartmentState.Unknown) | ||
503 | { | 685 | { |
504 | return; | 686 | workerThread.SetApartmentState(_stpStartInfo.ApartmentState); |
505 | } | 687 | } |
688 | #endif | ||
506 | 689 | ||
507 | // Create a new thread | 690 | #if !(_SILVERLIGHT) && !(WINDOWS_PHONE) |
508 | Thread workerThread; | ||
509 | if (_stpStartInfo.StackSize > 0) | ||
510 | workerThread = new Thread(ProcessQueuedItems, _stpStartInfo.StackSize); | ||
511 | else | ||
512 | workerThread = new Thread(ProcessQueuedItems); | ||
513 | |||
514 | // Configure the new thread and start it | ||
515 | workerThread.Name = "STP " + Name + " Thread #" + _threadCounter; | ||
516 | workerThread.IsBackground = true; | ||
517 | workerThread.Priority = _stpStartInfo.ThreadPriority; | 691 | workerThread.Priority = _stpStartInfo.ThreadPriority; |
692 | #endif | ||
518 | workerThread.Start(); | 693 | workerThread.Start(); |
519 | ++_threadCounter; | 694 | ++_threadCounter; |
520 | 695 | ||
521 | // Add the new thread to the hashtable and update its creation | 696 | // Add it to the dictionary and update its creation time. |
522 | // time. | 697 | _workerThreads[workerThread] = new ThreadEntry(this); |
523 | _workerThreads[workerThread] = DateTime.Now; | 698 | |
524 | _pcs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); | 699 | _windowsPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); |
525 | } | 700 | _localPCs.SampleThreads(_workerThreads.Count, _inUseWorkerThreads); |
526 | } | 701 | } |
527 | } | 702 | } |
528 | 703 | } | |
529 | /// <summary> | 704 | |
530 | /// A worker thread method that processes work items from the work items queue. | 705 | /// <summary> |
531 | /// </summary> | 706 | /// A worker thread method that processes work items from the work items queue. |
532 | private void ProcessQueuedItems() | 707 | /// </summary> |
533 | { | 708 | private void ProcessQueuedItems() |
534 | // Initialize the _smartThreadPool variable | 709 | { |
535 | _smartThreadPool = this; | 710 | // Keep the entry of the dictionary as thread's variable to avoid the synchronization locks |
536 | 711 | // of the dictionary. | |
537 | try | 712 | CurrentThreadEntry = _workerThreads[Thread.CurrentThread]; |
538 | { | 713 | |
539 | bool bInUseWorkerThreadsWasIncremented = false; | 714 | FireOnThreadInitialization(); |
540 | 715 | ||
541 | // Process until shutdown. | 716 | try |
542 | while(!_shutdown) | 717 | { |
543 | { | 718 | bool bInUseWorkerThreadsWasIncremented = false; |
544 | // Update the last time this thread was seen alive. | 719 | |
545 | // It's good for debugging. | 720 | // Process until shutdown. |
546 | _workerThreads[Thread.CurrentThread] = DateTime.Now; | 721 | while(!_shutdown) |
547 | 722 | { | |
548 | // Wait for a work item, shutdown, or timeout | 723 | // Update the last time this thread was seen alive. |
549 | WorkItem workItem = Dequeue(); | 724 | // It's good for debugging. |
550 | 725 | CurrentThreadEntry.IAmAlive(); | |
551 | // Update the last time this thread was seen alive. | 726 | |
552 | // It's good for debugging. | 727 | // The following block handles the when the MaxWorkerThreads has been |
553 | _workerThreads[Thread.CurrentThread] = DateTime.Now; | 728 | // incremented by the user at run-time. |
554 | 729 | // Double lock for quit. | |
555 | // On timeout or shut down. | 730 | if (_workerThreads.Count > _stpStartInfo.MaxWorkerThreads) |
556 | if (null == workItem) | ||
557 | { | 731 | { |
558 | // Double lock for quit. | 732 | lock (_workerThreads.SyncRoot) |
559 | if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads) | ||
560 | { | 733 | { |
561 | lock(_workerThreads.SyncRoot) | 734 | if (_workerThreads.Count > _stpStartInfo.MaxWorkerThreads) |
562 | { | 735 | { |
563 | if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads) | 736 | // Inform that the thread is quiting and then quit. |
564 | { | 737 | // This method must be called within this lock or else |
565 | // Inform that the thread is quiting and then quit. | 738 | // more threads will quit and the thread pool will go |
566 | // This method must be called within this lock or else | 739 | // below the lower limit. |
567 | // more threads will quit and the thread pool will go | 740 | InformCompleted(); |
568 | // below the lower limit. | 741 | break; |
569 | InformCompleted(); | ||
570 | break; | ||
571 | } | ||
572 | } | 742 | } |
573 | } | 743 | } |
574 | } | 744 | } |
575 | 745 | ||
576 | // If we didn't quit then skip to the next iteration. | 746 | // Wait for a work item, shutdown, or timeout |
577 | if (null == workItem) | 747 | WorkItem workItem = Dequeue(); |
578 | { | ||
579 | continue; | ||
580 | } | ||
581 | |||
582 | try | ||
583 | { | ||
584 | // Initialize the value to false | ||
585 | bInUseWorkerThreadsWasIncremented = false; | ||
586 | |||
587 | // Change the state of the work item to 'in progress' if possible. | ||
588 | // We do it here so if the work item has been canceled we won't | ||
589 | // increment the _inUseWorkerThreads. | ||
590 | // The cancel mechanism doesn't delete items from the queue, | ||
591 | // it marks the work item as canceled, and when the work item | ||
592 | // is dequeued, we just skip it. | ||
593 | // If the post execute of work item is set to always or to | ||
594 | // call when the work item is canceled then the StartingWorkItem() | ||
595 | // will return true, so the post execute can run. | ||
596 | if (!workItem.StartingWorkItem()) | ||
597 | { | ||
598 | continue; | ||
599 | } | ||
600 | 748 | ||
601 | // Execute the callback. Make sure to accurately | 749 | // Update the last time this thread was seen alive. |
602 | // record how many callbacks are currently executing. | 750 | // It's good for debugging. |
603 | int inUseWorkerThreads = Interlocked.Increment(ref _inUseWorkerThreads); | 751 | CurrentThreadEntry.IAmAlive(); |
604 | _pcs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); | ||
605 | 752 | ||
606 | // Mark that the _inUseWorkerThreads incremented, so in the finally{} | 753 | // On timeout or shut down. |
607 | // statement we will decrement it correctly. | 754 | if (null == workItem) |
608 | bInUseWorkerThreadsWasIncremented = true; | 755 | { |
609 | 756 | // Double lock for quit. | |
610 | // Set the _currentWorkItem to the current work item | 757 | if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads) |
611 | _currentWorkItem = workItem; | 758 | { |
612 | 759 | lock(_workerThreads.SyncRoot) | |
613 | lock(workItem) | 760 | { |
614 | { | 761 | if (_workerThreads.Count > _stpStartInfo.MinWorkerThreads) |
615 | workItem.currentThread = Thread.CurrentThread; | 762 | { |
616 | } | 763 | // Inform that the thread is quiting and then quit. |
617 | 764 | // This method must be called within this lock or else | |
618 | ExecuteWorkItem(workItem); | 765 | // more threads will quit and the thread pool will go |
619 | 766 | // below the lower limit. | |
620 | lock(workItem) | 767 | InformCompleted(); |
621 | { | 768 | break; |
622 | workItem.currentThread = null; | 769 | } |
623 | } | 770 | } |
624 | 771 | } | |
625 | } | 772 | } |
626 | catch(ThreadAbortException ex) | 773 | |
627 | { | 774 | // If we didn't quit then skip to the next iteration. |
628 | lock(workItem) | 775 | if (null == workItem) |
629 | { | 776 | { |
630 | workItem.currentThread = null; | 777 | continue; |
631 | } | 778 | } |
632 | ex.GetHashCode(); | 779 | |
633 | Thread.ResetAbort(); | 780 | try |
634 | } | 781 | { |
635 | catch(Exception ex) | 782 | // Initialize the value to false |
636 | { | 783 | bInUseWorkerThreadsWasIncremented = false; |
784 | |||
785 | // Set the Current Work Item of the thread. | ||
786 | // Store the Current Work Item before the workItem.StartingWorkItem() is called, | ||
787 | // so WorkItem.Cancel can work when the work item is between InQueue and InProgress | ||
788 | // states. | ||
789 | // If the work item has been cancelled BEFORE the workItem.StartingWorkItem() | ||
790 | // (work item is in InQueue state) then workItem.StartingWorkItem() will return false. | ||
791 | // If the work item has been cancelled AFTER the workItem.StartingWorkItem() then | ||
792 | // (work item is in InProgress state) then the thread will be aborted | ||
793 | CurrentThreadEntry.CurrentWorkItem = workItem; | ||
794 | |||
795 | // Change the state of the work item to 'in progress' if possible. | ||
796 | // We do it here so if the work item has been canceled we won't | ||
797 | // increment the _inUseWorkerThreads. | ||
798 | // The cancel mechanism doesn't delete items from the queue, | ||
799 | // it marks the work item as canceled, and when the work item | ||
800 | // is dequeued, we just skip it. | ||
801 | // If the post execute of work item is set to always or to | ||
802 | // call when the work item is canceled then the StartingWorkItem() | ||
803 | // will return true, so the post execute can run. | ||
804 | if (!workItem.StartingWorkItem()) | ||
805 | { | ||
806 | continue; | ||
807 | } | ||
808 | |||
809 | // Execute the callback. Make sure to accurately | ||
810 | // record how many callbacks are currently executing. | ||
811 | int inUseWorkerThreads = Interlocked.Increment(ref _inUseWorkerThreads); | ||
812 | _windowsPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); | ||
813 | _localPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); | ||
814 | |||
815 | // Mark that the _inUseWorkerThreads incremented, so in the finally{} | ||
816 | // statement we will decrement it correctly. | ||
817 | bInUseWorkerThreadsWasIncremented = true; | ||
818 | |||
819 | workItem.FireWorkItemStarted(); | ||
820 | |||
821 | ExecuteWorkItem(workItem); | ||
822 | } | ||
823 | catch(Exception ex) | ||
824 | { | ||
637 | ex.GetHashCode(); | 825 | ex.GetHashCode(); |
638 | // Do nothing | 826 | // Do nothing |
639 | } | 827 | } |
640 | finally | 828 | finally |
641 | { | 829 | { |
642 | lock(workItem) | 830 | workItem.DisposeOfState(); |
643 | { | 831 | |
644 | workItem.currentThread = null; | 832 | // Set the CurrentWorkItem to null, since we |
645 | } | 833 | // no longer run user's code. |
646 | 834 | CurrentThreadEntry.CurrentWorkItem = null; | |
647 | if (null != workItem) | 835 | |
648 | { | 836 | // Decrement the _inUseWorkerThreads only if we had |
649 | workItem.DisposeOfState(); | 837 | // incremented it. Note the cancelled work items don't |
650 | } | 838 | // increment _inUseWorkerThreads. |
651 | 839 | if (bInUseWorkerThreadsWasIncremented) | |
652 | // Set the _currentWorkItem to null, since we | 840 | { |
653 | // no longer run user's code. | 841 | int inUseWorkerThreads = Interlocked.Decrement(ref _inUseWorkerThreads); |
654 | _currentWorkItem = null; | 842 | _windowsPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); |
655 | 843 | _localPCs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); | |
656 | // Decrement the _inUseWorkerThreads only if we had | 844 | } |
657 | // incremented it. Note the cancelled work items don't | 845 | |
658 | // increment _inUseWorkerThreads. | 846 | // Notify that the work item has been completed. |
659 | if (bInUseWorkerThreadsWasIncremented) | 847 | // WorkItemsGroup may enqueue their next work item. |
660 | { | 848 | workItem.FireWorkItemCompleted(); |
661 | int inUseWorkerThreads = Interlocked.Decrement(ref _inUseWorkerThreads); | 849 | |
662 | _pcs.SampleThreads(_workerThreads.Count, inUseWorkerThreads); | 850 | // Decrement the number of work items here so the idle |
663 | } | 851 | // ManualResetEvent won't fluctuate. |
664 | 852 | DecrementWorkItemsCount(); | |
665 | // Notify that the work item has been completed. | 853 | } |
666 | // WorkItemsGroup may enqueue their next work item. | 854 | } |
667 | workItem.FireWorkItemCompleted(); | 855 | } |
668 | 856 | catch(ThreadAbortException tae) | |
669 | // Decrement the number of work items here so the idle | 857 | { |
670 | // ManualResetEvent won't fluctuate. | ||
671 | DecrementWorkItemsCount(); | ||
672 | } | ||
673 | } | ||
674 | } | ||
675 | catch(ThreadAbortException tae) | ||
676 | { | ||
677 | tae.GetHashCode(); | 858 | tae.GetHashCode(); |
678 | // Handle the abort exception gracfully. | 859 | // Handle the abort exception gracfully. |
679 | Thread.ResetAbort(); | 860 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) |
680 | } | 861 | Thread.ResetAbort(); |
681 | catch(Exception e) | 862 | #endif |
682 | { | ||
683 | Debug.Assert(null != e); | ||
684 | } | ||
685 | finally | ||
686 | { | ||
687 | InformCompleted(); | ||
688 | } | ||
689 | } | ||
690 | |||
691 | private void ExecuteWorkItem(WorkItem workItem) | ||
692 | { | ||
693 | _pcs.SampleWorkItemsWaitTime(workItem.WaitingTime); | ||
694 | try | ||
695 | { | ||
696 | workItem.Execute(); | ||
697 | } | ||
698 | catch | ||
699 | { | ||
700 | throw; | ||
701 | } | 863 | } |
702 | finally | 864 | catch(Exception e) |
865 | { | ||
866 | Debug.Assert(null != e); | ||
867 | } | ||
868 | finally | ||
869 | { | ||
870 | InformCompleted(); | ||
871 | FireOnThreadTermination(); | ||
872 | } | ||
873 | } | ||
874 | |||
875 | private void ExecuteWorkItem(WorkItem workItem) | ||
876 | { | ||
877 | _windowsPCs.SampleWorkItemsWaitTime(workItem.WaitingTime); | ||
878 | _localPCs.SampleWorkItemsWaitTime(workItem.WaitingTime); | ||
879 | try | ||
880 | { | ||
881 | workItem.Execute(); | ||
882 | } | ||
883 | finally | ||
884 | { | ||
885 | _windowsPCs.SampleWorkItemsProcessTime(workItem.ProcessTime); | ||
886 | _localPCs.SampleWorkItemsProcessTime(workItem.ProcessTime); | ||
887 | } | ||
888 | } | ||
889 | |||
890 | |||
891 | #endregion | ||
892 | |||
893 | #region Public Methods | ||
894 | |||
895 | private void ValidateWaitForIdle() | ||
896 | { | ||
897 | if (null != CurrentThreadEntry && CurrentThreadEntry.AssociatedSmartThreadPool == this) | ||
898 | { | ||
899 | throw new NotSupportedException( | ||
900 | "WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock"); | ||
901 | } | ||
902 | } | ||
903 | |||
904 | internal static void ValidateWorkItemsGroupWaitForIdle(IWorkItemsGroup workItemsGroup) | ||
905 | { | ||
906 | if (null == CurrentThreadEntry) | ||
703 | { | 907 | { |
704 | _pcs.SampleWorkItemsProcessTime(workItem.ProcessTime); | 908 | return; |
705 | } | 909 | } |
706 | } | ||
707 | |||
708 | |||
709 | #endregion | ||
710 | 910 | ||
711 | #region Public Methods | 911 | WorkItem workItem = CurrentThreadEntry.CurrentWorkItem; |
712 | 912 | ValidateWorkItemsGroupWaitForIdleImpl(workItemsGroup, workItem); | |
713 | /// <summary> | 913 | if ((null != workItemsGroup) && |
714 | /// Queue a work item | 914 | (null != workItem) && |
915 | CurrentThreadEntry.CurrentWorkItem.WasQueuedBy(workItemsGroup)) | ||
916 | { | ||
917 | throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock"); | ||
918 | } | ||
919 | } | ||
920 | |||
921 | [MethodImpl(MethodImplOptions.NoInlining)] | ||
922 | private static void ValidateWorkItemsGroupWaitForIdleImpl(IWorkItemsGroup workItemsGroup, WorkItem workItem) | ||
923 | { | ||
924 | if ((null != workItemsGroup) && | ||
925 | (null != workItem) && | ||
926 | workItem.WasQueuedBy(workItemsGroup)) | ||
927 | { | ||
928 | throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it causes a deadlock"); | ||
929 | } | ||
930 | } | ||
931 | |||
932 | /// <summary> | ||
933 | /// Force the SmartThreadPool to shutdown | ||
934 | /// </summary> | ||
935 | public void Shutdown() | ||
936 | { | ||
937 | Shutdown(true, 0); | ||
938 | } | ||
939 | |||
940 | /// <summary> | ||
941 | /// Force the SmartThreadPool to shutdown with timeout | ||
715 | /// </summary> | 942 | /// </summary> |
716 | /// <param name="callback">A callback to execute</param> | 943 | public void Shutdown(bool forceAbort, TimeSpan timeout) |
717 | /// <returns>Returns a work item result</returns> | 944 | { |
718 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback) | 945 | Shutdown(forceAbort, (int)timeout.TotalMilliseconds); |
719 | { | 946 | } |
720 | ValidateNotDisposed(); | 947 | |
721 | ValidateCallback(callback); | 948 | /// <summary> |
722 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback); | 949 | /// Empties the queue of work items and abort the threads in the pool. |
723 | Enqueue(workItem); | 950 | /// </summary> |
724 | return workItem.GetWorkItemResult(); | 951 | public void Shutdown(bool forceAbort, int millisecondsTimeout) |
725 | } | 952 | { |
953 | ValidateNotDisposed(); | ||
954 | |||
955 | ISTPInstancePerformanceCounters pcs = _windowsPCs; | ||
956 | |||
957 | if (NullSTPInstancePerformanceCounters.Instance != _windowsPCs) | ||
958 | { | ||
959 | // Set the _pcs to "null" to stop updating the performance | ||
960 | // counters | ||
961 | _windowsPCs = NullSTPInstancePerformanceCounters.Instance; | ||
962 | |||
963 | pcs.Dispose(); | ||
964 | } | ||
965 | |||
966 | Thread [] threads; | ||
967 | lock(_workerThreads.SyncRoot) | ||
968 | { | ||
969 | // Shutdown the work items queue | ||
970 | _workItemsQueue.Dispose(); | ||
971 | |||
972 | // Signal the threads to exit | ||
973 | _shutdown = true; | ||
974 | _shuttingDownEvent.Set(); | ||
975 | |||
976 | // Make a copy of the threads' references in the pool | ||
977 | threads = new Thread [_workerThreads.Count]; | ||
978 | _workerThreads.Keys.CopyTo(threads, 0); | ||
979 | } | ||
980 | |||
981 | int millisecondsLeft = millisecondsTimeout; | ||
982 | Stopwatch stopwatch = Stopwatch.StartNew(); | ||
983 | //DateTime start = DateTime.UtcNow; | ||
984 | bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout); | ||
985 | bool timeout = false; | ||
986 | |||
987 | // Each iteration we update the time left for the timeout. | ||
988 | foreach(Thread thread in threads) | ||
989 | { | ||
990 | // Join don't work with negative numbers | ||
991 | if (!waitInfinitely && (millisecondsLeft < 0)) | ||
992 | { | ||
993 | timeout = true; | ||
994 | break; | ||
995 | } | ||
996 | |||
997 | // Wait for the thread to terminate | ||
998 | bool success = thread.Join(millisecondsLeft); | ||
999 | if(!success) | ||
1000 | { | ||
1001 | timeout = true; | ||
1002 | break; | ||
1003 | } | ||
1004 | |||
1005 | if(!waitInfinitely) | ||
1006 | { | ||
1007 | // Update the time left to wait | ||
1008 | //TimeSpan ts = DateTime.UtcNow - start; | ||
1009 | millisecondsLeft = millisecondsTimeout - (int)stopwatch.ElapsedMilliseconds; | ||
1010 | } | ||
1011 | } | ||
1012 | |||
1013 | if (timeout && forceAbort) | ||
1014 | { | ||
1015 | // Abort the threads in the pool | ||
1016 | foreach(Thread thread in threads) | ||
1017 | { | ||
1018 | |||
1019 | if ((thread != null) | ||
1020 | #if !(_WINDOWS_CE) | ||
1021 | && thread.IsAlive | ||
1022 | #endif | ||
1023 | ) | ||
1024 | { | ||
1025 | try | ||
1026 | { | ||
1027 | thread.Abort(); // Shutdown | ||
1028 | } | ||
1029 | catch(SecurityException e) | ||
1030 | { | ||
1031 | e.GetHashCode(); | ||
1032 | } | ||
1033 | catch(ThreadStateException ex) | ||
1034 | { | ||
1035 | ex.GetHashCode(); | ||
1036 | // In case the thread has been terminated | ||
1037 | // after the check if it is alive. | ||
1038 | } | ||
1039 | } | ||
1040 | } | ||
1041 | } | ||
1042 | } | ||
1043 | |||
1044 | /// <summary> | ||
1045 | /// Wait for all work items to complete | ||
1046 | /// </summary> | ||
1047 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1048 | /// <returns> | ||
1049 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1050 | /// </returns> | ||
1051 | public static bool WaitAll( | ||
1052 | IWaitableResult [] waitableResults) | ||
1053 | { | ||
1054 | return WaitAll(waitableResults, Timeout.Infinite, true); | ||
1055 | } | ||
1056 | |||
1057 | /// <summary> | ||
1058 | /// Wait for all work items to complete | ||
1059 | /// </summary> | ||
1060 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1061 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | ||
1062 | /// <param name="exitContext"> | ||
1063 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1064 | /// </param> | ||
1065 | /// <returns> | ||
1066 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1067 | /// </returns> | ||
1068 | public static bool WaitAll( | ||
1069 | IWaitableResult [] waitableResults, | ||
1070 | TimeSpan timeout, | ||
1071 | bool exitContext) | ||
1072 | { | ||
1073 | return WaitAll(waitableResults, (int)timeout.TotalMilliseconds, exitContext); | ||
1074 | } | ||
1075 | |||
1076 | /// <summary> | ||
1077 | /// Wait for all work items to complete | ||
1078 | /// </summary> | ||
1079 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1080 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | ||
1081 | /// <param name="exitContext"> | ||
1082 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1083 | /// </param> | ||
1084 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1085 | /// <returns> | ||
1086 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1087 | /// </returns> | ||
1088 | public static bool WaitAll( | ||
1089 | IWaitableResult[] waitableResults, | ||
1090 | TimeSpan timeout, | ||
1091 | bool exitContext, | ||
1092 | WaitHandle cancelWaitHandle) | ||
1093 | { | ||
1094 | return WaitAll(waitableResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | ||
1095 | } | ||
1096 | |||
1097 | /// <summary> | ||
1098 | /// Wait for all work items to complete | ||
1099 | /// </summary> | ||
1100 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1101 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1102 | /// <param name="exitContext"> | ||
1103 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1104 | /// </param> | ||
1105 | /// <returns> | ||
1106 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1107 | /// </returns> | ||
1108 | public static bool WaitAll( | ||
1109 | IWaitableResult [] waitableResults, | ||
1110 | int millisecondsTimeout, | ||
1111 | bool exitContext) | ||
1112 | { | ||
1113 | return WorkItem.WaitAll(waitableResults, millisecondsTimeout, exitContext, null); | ||
1114 | } | ||
1115 | |||
1116 | /// <summary> | ||
1117 | /// Wait for all work items to complete | ||
1118 | /// </summary> | ||
1119 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1120 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1121 | /// <param name="exitContext"> | ||
1122 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1123 | /// </param> | ||
1124 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1125 | /// <returns> | ||
1126 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1127 | /// </returns> | ||
1128 | public static bool WaitAll( | ||
1129 | IWaitableResult[] waitableResults, | ||
1130 | int millisecondsTimeout, | ||
1131 | bool exitContext, | ||
1132 | WaitHandle cancelWaitHandle) | ||
1133 | { | ||
1134 | return WorkItem.WaitAll(waitableResults, millisecondsTimeout, exitContext, cancelWaitHandle); | ||
1135 | } | ||
1136 | |||
1137 | |||
1138 | /// <summary> | ||
1139 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1140 | /// </summary> | ||
1141 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1142 | /// <returns> | ||
1143 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if any of the work items has been canceled. | ||
1144 | /// </returns> | ||
1145 | public static int WaitAny( | ||
1146 | IWaitableResult [] waitableResults) | ||
1147 | { | ||
1148 | return WaitAny(waitableResults, Timeout.Infinite, true); | ||
1149 | } | ||
1150 | |||
1151 | /// <summary> | ||
1152 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1153 | /// </summary> | ||
1154 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1155 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | ||
1156 | /// <param name="exitContext"> | ||
1157 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1158 | /// </param> | ||
1159 | /// <returns> | ||
1160 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1161 | /// </returns> | ||
1162 | public static int WaitAny( | ||
1163 | IWaitableResult[] waitableResults, | ||
1164 | TimeSpan timeout, | ||
1165 | bool exitContext) | ||
1166 | { | ||
1167 | return WaitAny(waitableResults, (int)timeout.TotalMilliseconds, exitContext); | ||
1168 | } | ||
1169 | |||
1170 | /// <summary> | ||
1171 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1172 | /// </summary> | ||
1173 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1174 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | ||
1175 | /// <param name="exitContext"> | ||
1176 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1177 | /// </param> | ||
1178 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1179 | /// <returns> | ||
1180 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1181 | /// </returns> | ||
1182 | public static int WaitAny( | ||
1183 | IWaitableResult [] waitableResults, | ||
1184 | TimeSpan timeout, | ||
1185 | bool exitContext, | ||
1186 | WaitHandle cancelWaitHandle) | ||
1187 | { | ||
1188 | return WaitAny(waitableResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | ||
1189 | } | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1193 | /// </summary> | ||
1194 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1195 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1196 | /// <param name="exitContext"> | ||
1197 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1198 | /// </param> | ||
1199 | /// <returns> | ||
1200 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1201 | /// </returns> | ||
1202 | public static int WaitAny( | ||
1203 | IWaitableResult [] waitableResults, | ||
1204 | int millisecondsTimeout, | ||
1205 | bool exitContext) | ||
1206 | { | ||
1207 | return WorkItem.WaitAny(waitableResults, millisecondsTimeout, exitContext, null); | ||
1208 | } | ||
1209 | |||
1210 | /// <summary> | ||
1211 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1212 | /// </summary> | ||
1213 | /// <param name="waitableResults">Array of work item result objects</param> | ||
1214 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1215 | /// <param name="exitContext"> | ||
1216 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1217 | /// </param> | ||
1218 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1219 | /// <returns> | ||
1220 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1221 | /// </returns> | ||
1222 | public static int WaitAny( | ||
1223 | IWaitableResult [] waitableResults, | ||
1224 | int millisecondsTimeout, | ||
1225 | bool exitContext, | ||
1226 | WaitHandle cancelWaitHandle) | ||
1227 | { | ||
1228 | return WorkItem.WaitAny(waitableResults, millisecondsTimeout, exitContext, cancelWaitHandle); | ||
1229 | } | ||
1230 | |||
1231 | /// <summary> | ||
1232 | /// Creates a new WorkItemsGroup. | ||
1233 | /// </summary> | ||
1234 | /// <param name="concurrency">The number of work items that can be run concurrently</param> | ||
1235 | /// <returns>A reference to the WorkItemsGroup</returns> | ||
1236 | public IWorkItemsGroup CreateWorkItemsGroup(int concurrency) | ||
1237 | { | ||
1238 | IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, _stpStartInfo); | ||
1239 | return workItemsGroup; | ||
1240 | } | ||
726 | 1241 | ||
727 | /// <summary> | 1242 | /// <summary> |
728 | /// Queue a work item | 1243 | /// Creates a new WorkItemsGroup. |
729 | /// </summary> | 1244 | /// </summary> |
730 | /// <param name="callback">A callback to execute</param> | 1245 | /// <param name="concurrency">The number of work items that can be run concurrently</param> |
731 | /// <param name="workItemPriority">The priority of the work item</param> | 1246 | /// <param name="wigStartInfo">A WorkItemsGroup configuration that overrides the default behavior</param> |
732 | /// <returns>Returns a work item result</returns> | 1247 | /// <returns>A reference to the WorkItemsGroup</returns> |
733 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority) | 1248 | public IWorkItemsGroup CreateWorkItemsGroup(int concurrency, WIGStartInfo wigStartInfo) |
734 | { | 1249 | { |
735 | ValidateNotDisposed(); | 1250 | IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, wigStartInfo); |
736 | ValidateCallback(callback); | 1251 | return workItemsGroup; |
737 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, workItemPriority); | 1252 | } |
738 | Enqueue(workItem); | ||
739 | return workItem.GetWorkItemResult(); | ||
740 | } | ||
741 | 1253 | ||
742 | /// <summary> | 1254 | #region Fire Thread's Events |
743 | /// Queue a work item | ||
744 | /// </summary> | ||
745 | /// <param name="workItemInfo">Work item info</param> | ||
746 | /// <param name="callback">A callback to execute</param> | ||
747 | /// <returns>Returns a work item result</returns> | ||
748 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback) | ||
749 | { | ||
750 | ValidateNotDisposed(); | ||
751 | ValidateCallback(callback); | ||
752 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, workItemInfo, callback); | ||
753 | Enqueue(workItem); | ||
754 | return workItem.GetWorkItemResult(); | ||
755 | } | ||
756 | 1255 | ||
757 | /// <summary> | 1256 | private void FireOnThreadInitialization() |
758 | /// Queue a work item | ||
759 | /// </summary> | ||
760 | /// <param name="callback">A callback to execute</param> | ||
761 | /// <param name="state"> | ||
762 | /// The context object of the work item. Used for passing arguments to the work item. | ||
763 | /// </param> | ||
764 | /// <returns>Returns a work item result</returns> | ||
765 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state) | ||
766 | { | 1257 | { |
767 | ValidateNotDisposed(); | 1258 | if (null != _onThreadInitialization) |
768 | ValidateCallback(callback); | 1259 | { |
769 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state); | 1260 | foreach (ThreadInitializationHandler tih in _onThreadInitialization.GetInvocationList()) |
770 | Enqueue(workItem); | 1261 | { |
771 | return workItem.GetWorkItemResult(); | 1262 | try |
1263 | { | ||
1264 | tih(); | ||
1265 | } | ||
1266 | catch (Exception e) | ||
1267 | { | ||
1268 | e.GetHashCode(); | ||
1269 | Debug.Assert(false); | ||
1270 | throw; | ||
1271 | } | ||
1272 | } | ||
1273 | } | ||
772 | } | 1274 | } |
773 | 1275 | ||
774 | /// <summary> | 1276 | private void FireOnThreadTermination() |
775 | /// Queue a work item | ||
776 | /// </summary> | ||
777 | /// <param name="callback">A callback to execute</param> | ||
778 | /// <param name="state"> | ||
779 | /// The context object of the work item. Used for passing arguments to the work item. | ||
780 | /// </param> | ||
781 | /// <param name="workItemPriority">The work item priority</param> | ||
782 | /// <returns>Returns a work item result</returns> | ||
783 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority) | ||
784 | { | 1277 | { |
785 | ValidateNotDisposed(); | 1278 | if (null != _onThreadTermination) |
786 | ValidateCallback(callback); | 1279 | { |
787 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state, workItemPriority); | 1280 | foreach (ThreadTerminationHandler tth in _onThreadTermination.GetInvocationList()) |
788 | Enqueue(workItem); | 1281 | { |
789 | return workItem.GetWorkItemResult(); | 1282 | try |
1283 | { | ||
1284 | tth(); | ||
1285 | } | ||
1286 | catch (Exception e) | ||
1287 | { | ||
1288 | e.GetHashCode(); | ||
1289 | Debug.Assert(false); | ||
1290 | throw; | ||
1291 | } | ||
1292 | } | ||
1293 | } | ||
790 | } | 1294 | } |
791 | 1295 | ||
792 | /// <summary> | 1296 | #endregion |
793 | /// Queue a work item | ||
794 | /// </summary> | ||
795 | /// <param name="workItemInfo">Work item information</param> | ||
796 | /// <param name="callback">A callback to execute</param> | ||
797 | /// <param name="state"> | ||
798 | /// The context object of the work item. Used for passing arguments to the work item. | ||
799 | /// </param> | ||
800 | /// <returns>Returns a work item result</returns> | ||
801 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state) | ||
802 | { | ||
803 | ValidateNotDisposed(); | ||
804 | ValidateCallback(callback); | ||
805 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, workItemInfo, callback, state); | ||
806 | Enqueue(workItem); | ||
807 | return workItem.GetWorkItemResult(); | ||
808 | } | ||
809 | 1297 | ||
810 | /// <summary> | 1298 | /// <summary> |
811 | /// Queue a work item | 1299 | /// This event is fired when a thread is created. |
1300 | /// Use it to initialize a thread before the work items use it. | ||
812 | /// </summary> | 1301 | /// </summary> |
813 | /// <param name="callback">A callback to execute</param> | 1302 | public event ThreadInitializationHandler OnThreadInitialization |
814 | /// <param name="state"> | ||
815 | /// The context object of the work item. Used for passing arguments to the work item. | ||
816 | /// </param> | ||
817 | /// <param name="postExecuteWorkItemCallback"> | ||
818 | /// A delegate to call after the callback completion | ||
819 | /// </param> | ||
820 | /// <returns>Returns a work item result</returns> | ||
821 | public IWorkItemResult QueueWorkItem( | ||
822 | WorkItemCallback callback, | ||
823 | object state, | ||
824 | PostExecuteWorkItemCallback postExecuteWorkItemCallback) | ||
825 | { | 1303 | { |
826 | ValidateNotDisposed(); | 1304 | add { _onThreadInitialization += value; } |
827 | ValidateCallback(callback); | 1305 | remove { _onThreadInitialization -= value; } |
828 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state, postExecuteWorkItemCallback); | ||
829 | Enqueue(workItem); | ||
830 | return workItem.GetWorkItemResult(); | ||
831 | } | 1306 | } |
832 | 1307 | ||
833 | /// <summary> | 1308 | /// <summary> |
834 | /// Queue a work item | 1309 | /// This event is fired when a thread is terminating. |
1310 | /// Use it for cleanup. | ||
835 | /// </summary> | 1311 | /// </summary> |
836 | /// <param name="callback">A callback to execute</param> | 1312 | public event ThreadTerminationHandler OnThreadTermination |
837 | /// <param name="state"> | ||
838 | /// The context object of the work item. Used for passing arguments to the work item. | ||
839 | /// </param> | ||
840 | /// <param name="postExecuteWorkItemCallback"> | ||
841 | /// A delegate to call after the callback completion | ||
842 | /// </param> | ||
843 | /// <param name="workItemPriority">The work item priority</param> | ||
844 | /// <returns>Returns a work item result</returns> | ||
845 | public IWorkItemResult QueueWorkItem( | ||
846 | WorkItemCallback callback, | ||
847 | object state, | ||
848 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
849 | WorkItemPriority workItemPriority) | ||
850 | { | 1313 | { |
851 | ValidateNotDisposed(); | 1314 | add { _onThreadTermination += value; } |
852 | ValidateCallback(callback); | 1315 | remove { _onThreadTermination -= value; } |
853 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state, postExecuteWorkItemCallback, workItemPriority); | ||
854 | Enqueue(workItem); | ||
855 | return workItem.GetWorkItemResult(); | ||
856 | } | 1316 | } |
857 | 1317 | ||
858 | /// <summary> | ||
859 | /// Queue a work item | ||
860 | /// </summary> | ||
861 | /// <param name="callback">A callback to execute</param> | ||
862 | /// <param name="state"> | ||
863 | /// The context object of the work item. Used for passing arguments to the work item. | ||
864 | /// </param> | ||
865 | /// <param name="postExecuteWorkItemCallback"> | ||
866 | /// A delegate to call after the callback completion | ||
867 | /// </param> | ||
868 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
869 | /// <returns>Returns a work item result</returns> | ||
870 | public IWorkItemResult QueueWorkItem( | ||
871 | WorkItemCallback callback, | ||
872 | object state, | ||
873 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
874 | CallToPostExecute callToPostExecute) | ||
875 | { | ||
876 | ValidateNotDisposed(); | ||
877 | ValidateCallback(callback); | ||
878 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute); | ||
879 | Enqueue(workItem); | ||
880 | return workItem.GetWorkItemResult(); | ||
881 | } | ||
882 | 1318 | ||
883 | /// <summary> | 1319 | internal void CancelAbortWorkItemsGroup(WorkItemsGroup wig) |
884 | /// Queue a work item | ||
885 | /// </summary> | ||
886 | /// <param name="callback">A callback to execute</param> | ||
887 | /// <param name="state"> | ||
888 | /// The context object of the work item. Used for passing arguments to the work item. | ||
889 | /// </param> | ||
890 | /// <param name="postExecuteWorkItemCallback"> | ||
891 | /// A delegate to call after the callback completion | ||
892 | /// </param> | ||
893 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
894 | /// <param name="workItemPriority">The work item priority</param> | ||
895 | /// <returns>Returns a work item result</returns> | ||
896 | public IWorkItemResult QueueWorkItem( | ||
897 | WorkItemCallback callback, | ||
898 | object state, | ||
899 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
900 | CallToPostExecute callToPostExecute, | ||
901 | WorkItemPriority workItemPriority) | ||
902 | { | 1320 | { |
903 | ValidateNotDisposed(); | 1321 | foreach (ThreadEntry threadEntry in _workerThreads.Values) |
904 | ValidateCallback(callback); | 1322 | { |
905 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _stpStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority); | 1323 | WorkItem workItem = threadEntry.CurrentWorkItem; |
906 | Enqueue(workItem); | 1324 | if (null != workItem && |
907 | return workItem.GetWorkItemResult(); | 1325 | workItem.WasQueuedBy(wig) && |
1326 | !workItem.IsCanceled) | ||
1327 | { | ||
1328 | threadEntry.CurrentWorkItem.GetWorkItemResult().Cancel(true); | ||
1329 | } | ||
1330 | } | ||
908 | } | 1331 | } |
909 | 1332 | ||
910 | /// <summary> | 1333 | |
911 | /// Wait for the thread pool to be idle | ||
912 | /// </summary> | ||
913 | public void WaitForIdle() | ||
914 | { | ||
915 | WaitForIdle(Timeout.Infinite); | ||
916 | } | ||
917 | 1334 | ||
918 | /// <summary> | 1335 | #endregion |
919 | /// Wait for the thread pool to be idle | ||
920 | /// </summary> | ||
921 | public bool WaitForIdle(TimeSpan timeout) | ||
922 | { | ||
923 | return WaitForIdle((int)timeout.TotalMilliseconds); | ||
924 | } | ||
925 | 1336 | ||
926 | /// <summary> | 1337 | #region Properties |
927 | /// Wait for the thread pool to be idle | ||
928 | /// </summary> | ||
929 | public bool WaitForIdle(int millisecondsTimeout) | ||
930 | { | ||
931 | ValidateWaitForIdle(); | ||
932 | return _isIdleWaitHandle.WaitOne(millisecondsTimeout, false); | ||
933 | } | ||
934 | 1338 | ||
935 | private void ValidateWaitForIdle() | 1339 | /// <summary> |
936 | { | 1340 | /// Get/Set the lower limit of threads in the pool. |
937 | if(_smartThreadPool == this) | 1341 | /// </summary> |
1342 | public int MinThreads | ||
1343 | { | ||
1344 | get | ||
1345 | { | ||
1346 | ValidateNotDisposed(); | ||
1347 | return _stpStartInfo.MinWorkerThreads; | ||
1348 | } | ||
1349 | set | ||
938 | { | 1350 | { |
939 | throw new NotSupportedException( | 1351 | Debug.Assert(value >= 0); |
940 | "WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock"); | 1352 | Debug.Assert(value <= _stpStartInfo.MaxWorkerThreads); |
1353 | if (_stpStartInfo.MaxWorkerThreads < value) | ||
1354 | { | ||
1355 | _stpStartInfo.MaxWorkerThreads = value; | ||
1356 | } | ||
1357 | _stpStartInfo.MinWorkerThreads = value; | ||
1358 | StartOptimalNumberOfThreads(); | ||
941 | } | 1359 | } |
942 | } | 1360 | } |
1361 | |||
1362 | /// <summary> | ||
1363 | /// Get/Set the upper limit of threads in the pool. | ||
1364 | /// </summary> | ||
1365 | public int MaxThreads | ||
1366 | { | ||
1367 | get | ||
1368 | { | ||
1369 | ValidateNotDisposed(); | ||
1370 | return _stpStartInfo.MaxWorkerThreads; | ||
1371 | } | ||
943 | 1372 | ||
944 | internal void ValidateWorkItemsGroupWaitForIdle(IWorkItemsGroup workItemsGroup) | 1373 | set |
1374 | { | ||
1375 | Debug.Assert(value > 0); | ||
1376 | Debug.Assert(value >= _stpStartInfo.MinWorkerThreads); | ||
1377 | if (_stpStartInfo.MinWorkerThreads > value) | ||
1378 | { | ||
1379 | _stpStartInfo.MinWorkerThreads = value; | ||
1380 | } | ||
1381 | _stpStartInfo.MaxWorkerThreads = value; | ||
1382 | StartOptimalNumberOfThreads(); | ||
1383 | } | ||
1384 | } | ||
1385 | /// <summary> | ||
1386 | /// Get the number of threads in the thread pool. | ||
1387 | /// Should be between the lower and the upper limits. | ||
1388 | /// </summary> | ||
1389 | public int ActiveThreads | ||
1390 | { | ||
1391 | get | ||
1392 | { | ||
1393 | ValidateNotDisposed(); | ||
1394 | return _workerThreads.Count; | ||
1395 | } | ||
1396 | } | ||
1397 | |||
1398 | /// <summary> | ||
1399 | /// Get the number of busy (not idle) threads in the thread pool. | ||
1400 | /// </summary> | ||
1401 | public int InUseThreads | ||
1402 | { | ||
1403 | get | ||
1404 | { | ||
1405 | ValidateNotDisposed(); | ||
1406 | return _inUseWorkerThreads; | ||
1407 | } | ||
1408 | } | ||
1409 | |||
1410 | /// <summary> | ||
1411 | /// Returns true if the current running work item has been cancelled. | ||
1412 | /// Must be used within the work item's callback method. | ||
1413 | /// The work item should sample this value in order to know if it | ||
1414 | /// needs to quit before its completion. | ||
1415 | /// </summary> | ||
1416 | public static bool IsWorkItemCanceled | ||
945 | { | 1417 | { |
946 | ValidateWorkItemsGroupWaitForIdleImpl(workItemsGroup, SmartThreadPool._currentWorkItem); | 1418 | get |
947 | if ((null != workItemsGroup) && | ||
948 | (null != SmartThreadPool._currentWorkItem) && | ||
949 | SmartThreadPool._currentWorkItem.WasQueuedBy(workItemsGroup)) | ||
950 | { | 1419 | { |
951 | throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock"); | 1420 | return CurrentThreadEntry.CurrentWorkItem.IsCanceled; |
952 | } | 1421 | } |
953 | } | 1422 | } |
954 | 1423 | ||
955 | [MethodImpl(MethodImplOptions.NoInlining)] | 1424 | /// <summary> |
956 | private void ValidateWorkItemsGroupWaitForIdleImpl(IWorkItemsGroup workItemsGroup, WorkItem workItem) | 1425 | /// Checks if the work item has been cancelled, and if yes then abort the thread. |
1426 | /// Can be used with Cancel and timeout | ||
1427 | /// </summary> | ||
1428 | public static void AbortOnWorkItemCancel() | ||
957 | { | 1429 | { |
958 | if ((null != workItemsGroup) && | 1430 | if (IsWorkItemCanceled) |
959 | (null != workItem) && | ||
960 | workItem.WasQueuedBy(workItemsGroup)) | ||
961 | { | 1431 | { |
962 | throw new NotSupportedException("WaitForIdle cannot be called from a thread on its SmartThreadPool, it will cause may cause a deadlock"); | 1432 | Thread.CurrentThread.Abort(); |
963 | } | 1433 | } |
964 | } | 1434 | } |
965 | 1435 | ||
966 | |||
967 | |||
968 | /// <summary> | 1436 | /// <summary> |
969 | /// Force the SmartThreadPool to shutdown | 1437 | /// Thread Pool start information (readonly) |
970 | /// </summary> | 1438 | /// </summary> |
971 | public void Shutdown() | 1439 | public STPStartInfo STPStartInfo |
972 | { | 1440 | { |
973 | Shutdown(true, 0); | 1441 | get |
1442 | { | ||
1443 | return _stpStartInfo.AsReadOnly(); | ||
1444 | } | ||
974 | } | 1445 | } |
975 | 1446 | ||
976 | public void Shutdown(bool forceAbort, TimeSpan timeout) | 1447 | public bool IsShuttingdown |
977 | { | 1448 | { |
978 | Shutdown(forceAbort, (int)timeout.TotalMilliseconds); | 1449 | get { return _shutdown; } |
979 | } | 1450 | } |
980 | 1451 | ||
981 | /// <summary> | 1452 | /// <summary> |
982 | /// Empties the queue of work items and abort the threads in the pool. | 1453 | /// Return the local calculated performance counters |
1454 | /// Available only if STPStartInfo.EnableLocalPerformanceCounters is true. | ||
983 | /// </summary> | 1455 | /// </summary> |
984 | public void Shutdown(bool forceAbort, int millisecondsTimeout) | 1456 | public ISTPPerformanceCountersReader PerformanceCountersReader |
985 | { | 1457 | { |
986 | ValidateNotDisposed(); | 1458 | get { return (ISTPPerformanceCountersReader)_localPCs; } |
987 | 1459 | } | |
988 | ISTPInstancePerformanceCounters pcs = _pcs; | ||
989 | |||
990 | if (NullSTPInstancePerformanceCounters.Instance != _pcs) | ||
991 | { | ||
992 | _pcs.Dispose(); | ||
993 | // Set the _pcs to "null" to stop updating the performance | ||
994 | // counters | ||
995 | _pcs = NullSTPInstancePerformanceCounters.Instance; | ||
996 | } | ||
997 | |||
998 | Thread [] threads = null; | ||
999 | lock(_workerThreads.SyncRoot) | ||
1000 | { | ||
1001 | // Shutdown the work items queue | ||
1002 | _workItemsQueue.Dispose(); | ||
1003 | |||
1004 | // Signal the threads to exit | ||
1005 | _shutdown = true; | ||
1006 | _shuttingDownEvent.Set(); | ||
1007 | 1460 | ||
1008 | // Make a copy of the threads' references in the pool | 1461 | #endregion |
1009 | threads = new Thread [_workerThreads.Count]; | ||
1010 | _workerThreads.Keys.CopyTo(threads, 0); | ||
1011 | } | ||
1012 | 1462 | ||
1013 | int millisecondsLeft = millisecondsTimeout; | 1463 | #region IDisposable Members |
1014 | DateTime start = DateTime.Now; | ||
1015 | bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout); | ||
1016 | bool timeout = false; | ||
1017 | 1464 | ||
1018 | // Each iteration we update the time left for the timeout. | 1465 | public void Dispose() |
1019 | foreach(Thread thread in threads) | 1466 | { |
1467 | if (!_isDisposed) | ||
1020 | { | 1468 | { |
1021 | // Join don't work with negative numbers | 1469 | if (!_shutdown) |
1022 | if (!waitInfinitely && (millisecondsLeft < 0)) | ||
1023 | { | 1470 | { |
1024 | timeout = true; | 1471 | Shutdown(); |
1025 | break; | ||
1026 | } | 1472 | } |
1027 | 1473 | ||
1028 | // Wait for the thread to terminate | 1474 | if (null != _shuttingDownEvent) |
1029 | bool success = thread.Join(millisecondsLeft); | ||
1030 | if(!success) | ||
1031 | { | 1475 | { |
1032 | timeout = true; | 1476 | _shuttingDownEvent.Close(); |
1033 | break; | 1477 | _shuttingDownEvent = null; |
1034 | } | 1478 | } |
1035 | 1479 | _workerThreads.Clear(); | |
1036 | if(!waitInfinitely) | 1480 | |
1481 | if (null != _isIdleWaitHandle) | ||
1037 | { | 1482 | { |
1038 | // Update the time left to wait | 1483 | _isIdleWaitHandle.Close(); |
1039 | TimeSpan ts = DateTime.Now - start; | 1484 | _isIdleWaitHandle = null; |
1040 | millisecondsLeft = millisecondsTimeout - (int)ts.TotalMilliseconds; | ||
1041 | } | 1485 | } |
1042 | } | ||
1043 | 1486 | ||
1044 | if (timeout && forceAbort) | 1487 | _isDisposed = true; |
1045 | { | ||
1046 | // Abort the threads in the pool | ||
1047 | foreach(Thread thread in threads) | ||
1048 | { | ||
1049 | if ((thread != null) && thread.IsAlive) | ||
1050 | { | ||
1051 | try | ||
1052 | { | ||
1053 | thread.Abort("Shutdown"); | ||
1054 | } | ||
1055 | catch(SecurityException e) | ||
1056 | { | ||
1057 | e.GetHashCode(); | ||
1058 | } | ||
1059 | catch(ThreadStateException ex) | ||
1060 | { | ||
1061 | ex.GetHashCode(); | ||
1062 | // In case the thread has been terminated | ||
1063 | // after the check if it is alive. | ||
1064 | } | ||
1065 | } | ||
1066 | } | ||
1067 | } | 1488 | } |
1068 | |||
1069 | // Dispose of the performance counters | ||
1070 | pcs.Dispose(); | ||
1071 | } | 1489 | } |
1072 | 1490 | ||
1073 | /// <summary> | 1491 | private void ValidateNotDisposed() |
1074 | /// Wait for all work items to complete | ||
1075 | /// </summary> | ||
1076 | /// <param name="workItemResults">Array of work item result objects</param> | ||
1077 | /// <returns> | ||
1078 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1079 | /// </returns> | ||
1080 | public static bool WaitAll( | ||
1081 | IWorkItemResult [] workItemResults) | ||
1082 | { | 1492 | { |
1083 | return WaitAll(workItemResults, Timeout.Infinite, true); | 1493 | if(_isDisposed) |
1494 | { | ||
1495 | throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown"); | ||
1496 | } | ||
1084 | } | 1497 | } |
1498 | #endregion | ||
1499 | |||
1500 | #region WorkItemsGroupBase Overrides | ||
1085 | 1501 | ||
1086 | /// <summary> | 1502 | /// <summary> |
1087 | /// Wait for all work items to complete | 1503 | /// Get/Set the maximum number of work items that execute cocurrency on the thread pool |
1088 | /// </summary> | 1504 | /// </summary> |
1089 | /// <param name="workItemResults">Array of work item result objects</param> | 1505 | public override int Concurrency |
1090 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | 1506 | { |
1091 | /// <param name="exitContext"> | 1507 | get { return MaxThreads; } |
1092 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | 1508 | set { MaxThreads = value; } |
1093 | /// </param> | 1509 | } |
1094 | /// <returns> | 1510 | |
1095 | /// true when every work item in workItemResults has completed; otherwise false. | 1511 | /// <summary> |
1096 | /// </returns> | 1512 | /// Get the number of work items in the queue. |
1097 | public static bool WaitAll( | 1513 | /// </summary> |
1098 | IWorkItemResult [] workItemResults, | 1514 | public override int WaitingCallbacks |
1099 | TimeSpan timeout, | 1515 | { |
1100 | bool exitContext) | 1516 | get |
1101 | { | 1517 | { |
1102 | return WaitAll(workItemResults, (int)timeout.TotalMilliseconds, exitContext); | 1518 | ValidateNotDisposed(); |
1103 | } | 1519 | return _workItemsQueue.Count; |
1520 | } | ||
1521 | } | ||
1104 | 1522 | ||
1105 | /// <summary> | 1523 | /// <summary> |
1106 | /// Wait for all work items to complete | 1524 | /// Get an array with all the state objects of the currently running items. |
1525 | /// The array represents a snap shot and impact performance. | ||
1107 | /// </summary> | 1526 | /// </summary> |
1108 | /// <param name="workItemResults">Array of work item result objects</param> | 1527 | public override object[] GetStates() |
1109 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | ||
1110 | /// <param name="exitContext"> | ||
1111 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1112 | /// </param> | ||
1113 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1114 | /// <returns> | ||
1115 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1116 | /// </returns> | ||
1117 | public static bool WaitAll( | ||
1118 | IWorkItemResult [] workItemResults, | ||
1119 | TimeSpan timeout, | ||
1120 | bool exitContext, | ||
1121 | WaitHandle cancelWaitHandle) | ||
1122 | { | 1528 | { |
1123 | return WaitAll(workItemResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | 1529 | object[] states = _workItemsQueue.GetStates(); |
1530 | return states; | ||
1124 | } | 1531 | } |
1125 | 1532 | ||
1126 | /// <summary> | 1533 | /// <summary> |
1127 | /// Wait for all work items to complete | 1534 | /// WorkItemsGroup start information (readonly) |
1128 | /// </summary> | 1535 | /// </summary> |
1129 | /// <param name="workItemResults">Array of work item result objects</param> | 1536 | public override WIGStartInfo WIGStartInfo |
1130 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1131 | /// <param name="exitContext"> | ||
1132 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1133 | /// </param> | ||
1134 | /// <returns> | ||
1135 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1136 | /// </returns> | ||
1137 | public static bool WaitAll( | ||
1138 | IWorkItemResult [] workItemResults, | ||
1139 | int millisecondsTimeout, | ||
1140 | bool exitContext) | ||
1141 | { | 1537 | { |
1142 | return WorkItem.WaitAll(workItemResults, millisecondsTimeout, exitContext, null); | 1538 | get { return _stpStartInfo.AsReadOnly(); } |
1143 | } | 1539 | } |
1144 | 1540 | ||
1145 | /// <summary> | 1541 | /// <summary> |
1146 | /// Wait for all work items to complete | 1542 | /// Start the thread pool if it was started suspended. |
1543 | /// If it is already running, this method is ignored. | ||
1147 | /// </summary> | 1544 | /// </summary> |
1148 | /// <param name="workItemResults">Array of work item result objects</param> | 1545 | public override void Start() |
1149 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1150 | /// <param name="exitContext"> | ||
1151 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1152 | /// </param> | ||
1153 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1154 | /// <returns> | ||
1155 | /// true when every work item in workItemResults has completed; otherwise false. | ||
1156 | /// </returns> | ||
1157 | public static bool WaitAll( | ||
1158 | IWorkItemResult [] workItemResults, | ||
1159 | int millisecondsTimeout, | ||
1160 | bool exitContext, | ||
1161 | WaitHandle cancelWaitHandle) | ||
1162 | { | 1546 | { |
1163 | return WorkItem.WaitAll(workItemResults, millisecondsTimeout, exitContext, cancelWaitHandle); | 1547 | if (!_isSuspended) |
1164 | } | 1548 | { |
1549 | return; | ||
1550 | } | ||
1551 | _isSuspended = false; | ||
1165 | 1552 | ||
1553 | ICollection workItemsGroups = _workItemsGroups.Values; | ||
1554 | foreach (WorkItemsGroup workItemsGroup in workItemsGroups) | ||
1555 | { | ||
1556 | workItemsGroup.OnSTPIsStarting(); | ||
1557 | } | ||
1166 | 1558 | ||
1167 | /// <summary> | 1559 | StartOptimalNumberOfThreads(); |
1168 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | ||
1169 | /// </summary> | ||
1170 | /// <param name="workItemResults">Array of work item result objects</param> | ||
1171 | /// <returns> | ||
1172 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if any of the work items has been canceled. | ||
1173 | /// </returns> | ||
1174 | public static int WaitAny( | ||
1175 | IWorkItemResult [] workItemResults) | ||
1176 | { | ||
1177 | return WaitAny(workItemResults, Timeout.Infinite, true); | ||
1178 | } | 1560 | } |
1179 | 1561 | ||
1180 | /// <summary> | 1562 | /// <summary> |
1181 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | 1563 | /// Cancel all work items using thread abortion |
1182 | /// </summary> | 1564 | /// </summary> |
1183 | /// <param name="workItemResults">Array of work item result objects</param> | 1565 | /// <param name="abortExecution">True to stop work items by raising ThreadAbortException</param> |
1184 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | 1566 | public override void Cancel(bool abortExecution) |
1185 | /// <param name="exitContext"> | ||
1186 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1187 | /// </param> | ||
1188 | /// <returns> | ||
1189 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1190 | /// </returns> | ||
1191 | public static int WaitAny( | ||
1192 | IWorkItemResult [] workItemResults, | ||
1193 | TimeSpan timeout, | ||
1194 | bool exitContext) | ||
1195 | { | 1567 | { |
1196 | return WaitAny(workItemResults, (int)timeout.TotalMilliseconds, exitContext); | 1568 | _canceledSmartThreadPool.IsCanceled = true; |
1197 | } | 1569 | _canceledSmartThreadPool = new CanceledWorkItemsGroup(); |
1198 | 1570 | ||
1199 | /// <summary> | 1571 | ICollection workItemsGroups = _workItemsGroups.Values; |
1200 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | 1572 | foreach (WorkItemsGroup workItemsGroup in workItemsGroups) |
1201 | /// </summary> | 1573 | { |
1202 | /// <param name="workItemResults">Array of work item result objects</param> | 1574 | workItemsGroup.Cancel(abortExecution); |
1203 | /// <param name="timeout">The number of milliseconds to wait, or a TimeSpan that represents -1 milliseconds to wait indefinitely. </param> | 1575 | } |
1204 | /// <param name="exitContext"> | 1576 | |
1205 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | 1577 | if (abortExecution) |
1206 | /// </param> | 1578 | { |
1207 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | 1579 | foreach (ThreadEntry threadEntry in _workerThreads.Values) |
1208 | /// <returns> | 1580 | { |
1209 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | 1581 | WorkItem workItem = threadEntry.CurrentWorkItem; |
1210 | /// </returns> | 1582 | if (null != workItem && |
1211 | public static int WaitAny( | 1583 | threadEntry.AssociatedSmartThreadPool == this && |
1212 | IWorkItemResult [] workItemResults, | 1584 | !workItem.IsCanceled) |
1213 | TimeSpan timeout, | 1585 | { |
1214 | bool exitContext, | 1586 | threadEntry.CurrentWorkItem.GetWorkItemResult().Cancel(true); |
1215 | WaitHandle cancelWaitHandle) | 1587 | } |
1216 | { | 1588 | } |
1217 | return WaitAny(workItemResults, (int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | 1589 | } |
1218 | } | 1590 | } |
1219 | 1591 | ||
1220 | /// <summary> | 1592 | /// <summary> |
1221 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | 1593 | /// Wait for the thread pool to be idle |
1222 | /// </summary> | 1594 | /// </summary> |
1223 | /// <param name="workItemResults">Array of work item result objects</param> | 1595 | public override bool WaitForIdle(int millisecondsTimeout) |
1224 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1225 | /// <param name="exitContext"> | ||
1226 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1227 | /// </param> | ||
1228 | /// <returns> | ||
1229 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1230 | /// </returns> | ||
1231 | public static int WaitAny( | ||
1232 | IWorkItemResult [] workItemResults, | ||
1233 | int millisecondsTimeout, | ||
1234 | bool exitContext) | ||
1235 | { | 1596 | { |
1236 | return WorkItem.WaitAny(workItemResults, millisecondsTimeout, exitContext, null); | 1597 | ValidateWaitForIdle(); |
1598 | return STPEventWaitHandle.WaitOne(_isIdleWaitHandle, millisecondsTimeout, false); | ||
1237 | } | 1599 | } |
1238 | 1600 | ||
1239 | /// <summary> | 1601 | /// <summary> |
1240 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | 1602 | /// This event is fired when all work items are completed. |
1603 | /// (When IsIdle changes to true) | ||
1604 | /// This event only work on WorkItemsGroup. On SmartThreadPool | ||
1605 | /// it throws the NotImplementedException. | ||
1241 | /// </summary> | 1606 | /// </summary> |
1242 | /// <param name="workItemResults">Array of work item result objects</param> | 1607 | public override event WorkItemsGroupIdleHandler OnIdle |
1243 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | ||
1244 | /// <param name="exitContext"> | ||
1245 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | ||
1246 | /// </param> | ||
1247 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | ||
1248 | /// <returns> | ||
1249 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | ||
1250 | /// </returns> | ||
1251 | public static int WaitAny( | ||
1252 | IWorkItemResult [] workItemResults, | ||
1253 | int millisecondsTimeout, | ||
1254 | bool exitContext, | ||
1255 | WaitHandle cancelWaitHandle) | ||
1256 | { | ||
1257 | return WorkItem.WaitAny(workItemResults, millisecondsTimeout, exitContext, cancelWaitHandle); | ||
1258 | } | ||
1259 | |||
1260 | public IWorkItemsGroup CreateWorkItemsGroup(int concurrency) | ||
1261 | { | ||
1262 | IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, _stpStartInfo); | ||
1263 | return workItemsGroup; | ||
1264 | } | ||
1265 | |||
1266 | public IWorkItemsGroup CreateWorkItemsGroup(int concurrency, WIGStartInfo wigStartInfo) | ||
1267 | { | ||
1268 | IWorkItemsGroup workItemsGroup = new WorkItemsGroup(this, concurrency, wigStartInfo); | ||
1269 | return workItemsGroup; | ||
1270 | } | ||
1271 | |||
1272 | public event WorkItemsGroupIdleHandler OnIdle | ||
1273 | { | 1608 | { |
1274 | add | 1609 | add |
1275 | { | 1610 | { |
@@ -1283,166 +1618,115 @@ namespace Amib.Threading | |||
1283 | } | 1618 | } |
1284 | } | 1619 | } |
1285 | 1620 | ||
1286 | public void Cancel() | 1621 | internal override void PreQueueWorkItem() |
1287 | { | ||
1288 | ICollection workItemsGroups = _workItemsGroups.Values; | ||
1289 | foreach(WorkItemsGroup workItemsGroup in workItemsGroups) | ||
1290 | { | ||
1291 | workItemsGroup.Cancel(); | ||
1292 | } | ||
1293 | } | ||
1294 | |||
1295 | public void Start() | ||
1296 | { | 1622 | { |
1297 | lock (this) | 1623 | ValidateNotDisposed(); |
1298 | { | ||
1299 | if (!this._stpStartInfo.StartSuspended) | ||
1300 | { | ||
1301 | return; | ||
1302 | } | ||
1303 | _stpStartInfo.StartSuspended = false; | ||
1304 | } | ||
1305 | |||
1306 | ICollection workItemsGroups = _workItemsGroups.Values; | ||
1307 | foreach(WorkItemsGroup workItemsGroup in workItemsGroups) | ||
1308 | { | ||
1309 | workItemsGroup.OnSTPIsStarting(); | ||
1310 | } | ||
1311 | |||
1312 | StartOptimalNumberOfThreads(); | ||
1313 | } | 1624 | } |
1314 | 1625 | ||
1315 | #endregion | 1626 | #endregion |
1316 | 1627 | ||
1317 | #region Properties | 1628 | #region Join, Choice, Pipe, etc. |
1318 | 1629 | ||
1319 | /// <summary> | 1630 | /// <summary> |
1320 | /// Get/Set the name of the SmartThreadPool instance | 1631 | /// Executes all actions in parallel. |
1632 | /// Returns when they all finish. | ||
1321 | /// </summary> | 1633 | /// </summary> |
1322 | public string Name | 1634 | /// <param name="actions">Actions to execute</param> |
1323 | { | 1635 | public void Join(IEnumerable<Action> actions) |
1324 | get | 1636 | { |
1325 | { | 1637 | WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true }; |
1326 | return _name; | 1638 | IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(int.MaxValue, wigStartInfo); |
1327 | } | 1639 | foreach (Action action in actions) |
1328 | |||
1329 | set | ||
1330 | { | ||
1331 | _name = value; | ||
1332 | } | ||
1333 | } | ||
1334 | |||
1335 | /// <summary> | ||
1336 | /// Get the lower limit of threads in the pool. | ||
1337 | /// </summary> | ||
1338 | public int MinThreads | ||
1339 | { | ||
1340 | get | ||
1341 | { | 1640 | { |
1342 | ValidateNotDisposed(); | 1641 | workItemsGroup.QueueWorkItem(action); |
1343 | return _stpStartInfo.MinWorkerThreads; | ||
1344 | } | 1642 | } |
1643 | workItemsGroup.Start(); | ||
1644 | workItemsGroup.WaitForIdle(); | ||
1345 | } | 1645 | } |
1346 | 1646 | ||
1347 | /// <summary> | 1647 | /// <summary> |
1348 | /// Get the upper limit of threads in the pool. | 1648 | /// Executes all actions in parallel. |
1349 | /// </summary> | 1649 | /// Returns when they all finish. |
1350 | public int MaxThreads | ||
1351 | { | ||
1352 | get | ||
1353 | { | ||
1354 | ValidateNotDisposed(); | ||
1355 | return _stpStartInfo.MaxWorkerThreads; | ||
1356 | } | ||
1357 | } | ||
1358 | /// <summary> | ||
1359 | /// Get the number of threads in the thread pool. | ||
1360 | /// Should be between the lower and the upper limits. | ||
1361 | /// </summary> | 1650 | /// </summary> |
1362 | public int ActiveThreads | 1651 | /// <param name="actions">Actions to execute</param> |
1363 | { | 1652 | public void Join(params Action[] actions) |
1364 | get | 1653 | { |
1365 | { | 1654 | Join((IEnumerable<Action>)actions); |
1366 | ValidateNotDisposed(); | ||
1367 | return _workerThreads.Count; | ||
1368 | } | ||
1369 | } | 1655 | } |
1370 | 1656 | ||
1371 | /// <summary> | 1657 | private class ChoiceIndex |
1372 | /// Get the number of busy (not idle) threads in the thread pool. | 1658 | { |
1373 | /// </summary> | 1659 | public int _index = -1; |
1374 | public int InUseThreads | ||
1375 | { | ||
1376 | get | ||
1377 | { | ||
1378 | ValidateNotDisposed(); | ||
1379 | return _inUseWorkerThreads; | ||
1380 | } | ||
1381 | } | 1660 | } |
1382 | 1661 | ||
1383 | /// <summary> | 1662 | /// <summary> |
1384 | /// Get the number of work items in the queue. | 1663 | /// Executes all actions in parallel |
1664 | /// Returns when the first one completes | ||
1385 | /// </summary> | 1665 | /// </summary> |
1386 | public int WaitingCallbacks | 1666 | /// <param name="actions">Actions to execute</param> |
1387 | { | 1667 | public int Choice(IEnumerable<Action> actions) |
1388 | get | 1668 | { |
1389 | { | 1669 | WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true }; |
1390 | ValidateNotDisposed(); | 1670 | IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(int.MaxValue, wigStartInfo); |
1391 | return _workItemsQueue.Count; | ||
1392 | } | ||
1393 | } | ||
1394 | 1671 | ||
1672 | ManualResetEvent anActionCompleted = new ManualResetEvent(false); | ||
1395 | 1673 | ||
1396 | public event EventHandler Idle | 1674 | ChoiceIndex choiceIndex = new ChoiceIndex(); |
1397 | { | 1675 | |
1398 | add | 1676 | int i = 0; |
1677 | foreach (Action action in actions) | ||
1399 | { | 1678 | { |
1400 | _stpIdle += value; | 1679 | Action act = action; |
1680 | int value = i; | ||
1681 | workItemsGroup.QueueWorkItem(() => { act(); Interlocked.CompareExchange(ref choiceIndex._index, value, -1); anActionCompleted.Set(); }); | ||
1682 | ++i; | ||
1401 | } | 1683 | } |
1684 | workItemsGroup.Start(); | ||
1685 | anActionCompleted.WaitOne(); | ||
1402 | 1686 | ||
1403 | remove | 1687 | return choiceIndex._index; |
1404 | { | ||
1405 | _stpIdle -= value; | ||
1406 | } | ||
1407 | } | 1688 | } |
1408 | 1689 | ||
1409 | #endregion | 1690 | /// <summary> |
1410 | 1691 | /// Executes all actions in parallel | |
1411 | #region IDisposable Members | 1692 | /// Returns when the first one completes |
1412 | 1693 | /// </summary> | |
1413 | // ~SmartThreadPool() | 1694 | /// <param name="actions">Actions to execute</param> |
1414 | // { | 1695 | public int Choice(params Action[] actions) |
1415 | // Dispose(); | 1696 | { |
1416 | // } | 1697 | return Choice((IEnumerable<Action>)actions); |
1698 | } | ||
1417 | 1699 | ||
1418 | public void Dispose() | 1700 | /// <summary> |
1701 | /// Executes actions in sequence asynchronously. | ||
1702 | /// Returns immediately. | ||
1703 | /// </summary> | ||
1704 | /// <param name="pipeState">A state context that passes </param> | ||
1705 | /// <param name="actions">Actions to execute in the order they should run</param> | ||
1706 | public void Pipe<T>(T pipeState, IEnumerable<Action<T>> actions) | ||
1419 | { | 1707 | { |
1420 | if (!_isDisposed) | 1708 | WIGStartInfo wigStartInfo = new WIGStartInfo { StartSuspended = true }; |
1709 | IWorkItemsGroup workItemsGroup = CreateWorkItemsGroup(1, wigStartInfo); | ||
1710 | foreach (Action<T> action in actions) | ||
1421 | { | 1711 | { |
1422 | if (!_shutdown) | 1712 | Action<T> act = action; |
1423 | { | 1713 | workItemsGroup.QueueWorkItem(() => act(pipeState)); |
1424 | Shutdown(); | ||
1425 | } | ||
1426 | |||
1427 | if (null != _shuttingDownEvent) | ||
1428 | { | ||
1429 | _shuttingDownEvent.Close(); | ||
1430 | _shuttingDownEvent = null; | ||
1431 | } | ||
1432 | _workerThreads.Clear(); | ||
1433 | _isDisposed = true; | ||
1434 | GC.SuppressFinalize(this); | ||
1435 | } | 1714 | } |
1715 | workItemsGroup.Start(); | ||
1716 | workItemsGroup.WaitForIdle(); | ||
1436 | } | 1717 | } |
1437 | 1718 | ||
1438 | private void ValidateNotDisposed() | 1719 | /// <summary> |
1720 | /// Executes actions in sequence asynchronously. | ||
1721 | /// Returns immediately. | ||
1722 | /// </summary> | ||
1723 | /// <param name="pipeState"></param> | ||
1724 | /// <param name="actions">Actions to execute in the order they should run</param> | ||
1725 | public void Pipe<T>(T pipeState, params Action<T>[] actions) | ||
1439 | { | 1726 | { |
1440 | if(_isDisposed) | 1727 | Pipe(pipeState, (IEnumerable<Action<T>>)actions); |
1441 | { | ||
1442 | throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown"); | ||
1443 | } | ||
1444 | } | 1728 | } |
1445 | #endregion | 1729 | #endregion |
1446 | } | 1730 | } |
1447 | #endregion | 1731 | #endregion |
1448 | } | 1732 | } |
diff --git a/ThirdParty/SmartThreadPool/SynchronizedDictionary.cs b/ThirdParty/SmartThreadPool/SynchronizedDictionary.cs new file mode 100644 index 0000000..0cce19f --- /dev/null +++ b/ThirdParty/SmartThreadPool/SynchronizedDictionary.cs | |||
@@ -0,0 +1,89 @@ | |||
1 | using System.Collections.Generic; | ||
2 | |||
3 | namespace Amib.Threading.Internal | ||
4 | { | ||
5 | internal class SynchronizedDictionary<TKey, TValue> | ||
6 | { | ||
7 | private readonly Dictionary<TKey, TValue> _dictionary; | ||
8 | private readonly object _lock; | ||
9 | |||
10 | public SynchronizedDictionary() | ||
11 | { | ||
12 | _lock = new object(); | ||
13 | _dictionary = new Dictionary<TKey, TValue>(); | ||
14 | } | ||
15 | |||
16 | public int Count | ||
17 | { | ||
18 | get { return _dictionary.Count; } | ||
19 | } | ||
20 | |||
21 | public bool Contains(TKey key) | ||
22 | { | ||
23 | lock (_lock) | ||
24 | { | ||
25 | return _dictionary.ContainsKey(key); | ||
26 | } | ||
27 | } | ||
28 | |||
29 | public void Remove(TKey key) | ||
30 | { | ||
31 | lock (_lock) | ||
32 | { | ||
33 | _dictionary.Remove(key); | ||
34 | } | ||
35 | } | ||
36 | |||
37 | public object SyncRoot | ||
38 | { | ||
39 | get { return _lock; } | ||
40 | } | ||
41 | |||
42 | public TValue this[TKey key] | ||
43 | { | ||
44 | get | ||
45 | { | ||
46 | lock (_lock) | ||
47 | { | ||
48 | return _dictionary[key]; | ||
49 | } | ||
50 | } | ||
51 | set | ||
52 | { | ||
53 | lock (_lock) | ||
54 | { | ||
55 | _dictionary[key] = value; | ||
56 | } | ||
57 | } | ||
58 | } | ||
59 | |||
60 | public Dictionary<TKey, TValue>.KeyCollection Keys | ||
61 | { | ||
62 | get | ||
63 | { | ||
64 | lock (_lock) | ||
65 | { | ||
66 | return _dictionary.Keys; | ||
67 | } | ||
68 | } | ||
69 | } | ||
70 | |||
71 | public Dictionary<TKey, TValue>.ValueCollection Values | ||
72 | { | ||
73 | get | ||
74 | { | ||
75 | lock (_lock) | ||
76 | { | ||
77 | return _dictionary.Values; | ||
78 | } | ||
79 | } | ||
80 | } | ||
81 | public void Clear() | ||
82 | { | ||
83 | lock (_lock) | ||
84 | { | ||
85 | _dictionary.Clear(); | ||
86 | } | ||
87 | } | ||
88 | } | ||
89 | } | ||
diff --git a/ThirdParty/SmartThreadPool/WIGStartInfo.cs b/ThirdParty/SmartThreadPool/WIGStartInfo.cs index 150317f..8af195b 100644 --- a/ThirdParty/SmartThreadPool/WIGStartInfo.cs +++ b/ThirdParty/SmartThreadPool/WIGStartInfo.cs | |||
@@ -1,99 +1,171 @@ | |||
1 | // Ami Bar | 1 | using System; |
2 | // amibar@gmail.com | ||
3 | 2 | ||
4 | namespace Amib.Threading | 3 | namespace Amib.Threading |
5 | { | 4 | { |
6 | /// <summary> | 5 | /// <summary> |
7 | /// Summary description for WIGStartInfo. | 6 | /// Summary description for WIGStartInfo. |
8 | /// </summary> | 7 | /// </summary> |
9 | public class WIGStartInfo | 8 | public class WIGStartInfo |
10 | { | 9 | { |
11 | /// <summary> | ||
12 | /// Use the caller's security context | ||
13 | /// </summary> | ||
14 | private bool _useCallerCallContext; | 10 | private bool _useCallerCallContext; |
15 | |||
16 | /// <summary> | ||
17 | /// Use the caller's HTTP context | ||
18 | /// </summary> | ||
19 | private bool _useCallerHttpContext; | 11 | private bool _useCallerHttpContext; |
20 | |||
21 | /// <summary> | ||
22 | /// Dispose of the state object of a work item | ||
23 | /// </summary> | ||
24 | private bool _disposeOfStateObjects; | 12 | private bool _disposeOfStateObjects; |
25 | |||
26 | /// <summary> | ||
27 | /// The option to run the post execute | ||
28 | /// </summary> | ||
29 | private CallToPostExecute _callToPostExecute; | 13 | private CallToPostExecute _callToPostExecute; |
30 | |||
31 | /// <summary> | ||
32 | /// A post execute callback to call when none is provided in | ||
33 | /// the QueueWorkItem method. | ||
34 | /// </summary> | ||
35 | private PostExecuteWorkItemCallback _postExecuteWorkItemCallback; | 14 | private PostExecuteWorkItemCallback _postExecuteWorkItemCallback; |
36 | |||
37 | /// <summary> | ||
38 | /// Indicate the WorkItemsGroup to suspend the handling of the work items | ||
39 | /// until the Start() method is called. | ||
40 | /// </summary> | ||
41 | private bool _startSuspended; | 15 | private bool _startSuspended; |
16 | private WorkItemPriority _workItemPriority; | ||
17 | private bool _fillStateWithArgs; | ||
42 | 18 | ||
43 | public WIGStartInfo() | 19 | protected bool _readOnly; |
20 | |||
21 | public WIGStartInfo() | ||
44 | { | 22 | { |
45 | _useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext; | 23 | _fillStateWithArgs = SmartThreadPool.DefaultFillStateWithArgs; |
46 | _useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext; | 24 | _workItemPriority = SmartThreadPool.DefaultWorkItemPriority; |
47 | _disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects; | ||
48 | _callToPostExecute = SmartThreadPool.DefaultCallToPostExecute; | ||
49 | _postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback; | ||
50 | _startSuspended = SmartThreadPool.DefaultStartSuspended; | 25 | _startSuspended = SmartThreadPool.DefaultStartSuspended; |
26 | _postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback; | ||
27 | _callToPostExecute = SmartThreadPool.DefaultCallToPostExecute; | ||
28 | _disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects; | ||
29 | _useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext; | ||
30 | _useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext; | ||
51 | } | 31 | } |
52 | 32 | ||
53 | public WIGStartInfo(WIGStartInfo wigStartInfo) | 33 | public WIGStartInfo(WIGStartInfo wigStartInfo) |
54 | { | 34 | { |
55 | _useCallerCallContext = wigStartInfo._useCallerCallContext; | 35 | _useCallerCallContext = wigStartInfo.UseCallerCallContext; |
56 | _useCallerHttpContext = wigStartInfo._useCallerHttpContext; | 36 | _useCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
57 | _disposeOfStateObjects = wigStartInfo._disposeOfStateObjects; | 37 | _disposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; |
58 | _callToPostExecute = wigStartInfo._callToPostExecute; | 38 | _callToPostExecute = wigStartInfo.CallToPostExecute; |
59 | _postExecuteWorkItemCallback = wigStartInfo._postExecuteWorkItemCallback; | 39 | _postExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback; |
60 | _startSuspended = wigStartInfo._startSuspended; | 40 | _workItemPriority = wigStartInfo.WorkItemPriority; |
41 | _startSuspended = wigStartInfo.StartSuspended; | ||
42 | _fillStateWithArgs = wigStartInfo.FillStateWithArgs; | ||
61 | } | 43 | } |
62 | 44 | ||
63 | public bool UseCallerCallContext | 45 | protected void ThrowIfReadOnly() |
64 | { | 46 | { |
65 | get { return _useCallerCallContext; } | 47 | if (_readOnly) |
66 | set { _useCallerCallContext = value; } | 48 | { |
49 | throw new NotSupportedException("This is a readonly instance and set is not supported"); | ||
50 | } | ||
67 | } | 51 | } |
68 | 52 | ||
69 | public bool UseCallerHttpContext | 53 | /// <summary> |
70 | { | 54 | /// Get/Set if to use the caller's security context |
71 | get { return _useCallerHttpContext; } | 55 | /// </summary> |
72 | set { _useCallerHttpContext = value; } | 56 | public virtual bool UseCallerCallContext |
73 | } | 57 | { |
58 | get { return _useCallerCallContext; } | ||
59 | set | ||
60 | { | ||
61 | ThrowIfReadOnly(); | ||
62 | _useCallerCallContext = value; | ||
63 | } | ||
64 | } | ||
74 | 65 | ||
75 | public bool DisposeOfStateObjects | ||
76 | { | ||
77 | get { return _disposeOfStateObjects; } | ||
78 | set { _disposeOfStateObjects = value; } | ||
79 | } | ||
80 | 66 | ||
81 | public CallToPostExecute CallToPostExecute | 67 | /// <summary> |
82 | { | 68 | /// Get/Set if to use the caller's HTTP context |
83 | get { return _callToPostExecute; } | 69 | /// </summary> |
84 | set { _callToPostExecute = value; } | 70 | public virtual bool UseCallerHttpContext |
85 | } | 71 | { |
72 | get { return _useCallerHttpContext; } | ||
73 | set | ||
74 | { | ||
75 | ThrowIfReadOnly(); | ||
76 | _useCallerHttpContext = value; | ||
77 | } | ||
78 | } | ||
86 | 79 | ||
87 | public PostExecuteWorkItemCallback PostExecuteWorkItemCallback | ||
88 | { | ||
89 | get { return _postExecuteWorkItemCallback; } | ||
90 | set { _postExecuteWorkItemCallback = value; } | ||
91 | } | ||
92 | 80 | ||
93 | public bool StartSuspended | 81 | /// <summary> |
94 | { | 82 | /// Get/Set if to dispose of the state object of a work item |
95 | get { return _startSuspended; } | 83 | /// </summary> |
96 | set { _startSuspended = value; } | 84 | public virtual bool DisposeOfStateObjects |
97 | } | 85 | { |
86 | get { return _disposeOfStateObjects; } | ||
87 | set | ||
88 | { | ||
89 | ThrowIfReadOnly(); | ||
90 | _disposeOfStateObjects = value; | ||
91 | } | ||
92 | } | ||
93 | |||
94 | |||
95 | /// <summary> | ||
96 | /// Get/Set the run the post execute options | ||
97 | /// </summary> | ||
98 | public virtual CallToPostExecute CallToPostExecute | ||
99 | { | ||
100 | get { return _callToPostExecute; } | ||
101 | set | ||
102 | { | ||
103 | ThrowIfReadOnly(); | ||
104 | _callToPostExecute = value; | ||
105 | } | ||
106 | } | ||
107 | |||
108 | |||
109 | /// <summary> | ||
110 | /// Get/Set the default post execute callback | ||
111 | /// </summary> | ||
112 | public virtual PostExecuteWorkItemCallback PostExecuteWorkItemCallback | ||
113 | { | ||
114 | get { return _postExecuteWorkItemCallback; } | ||
115 | set | ||
116 | { | ||
117 | ThrowIfReadOnly(); | ||
118 | _postExecuteWorkItemCallback = value; | ||
119 | } | ||
120 | } | ||
121 | |||
122 | |||
123 | /// <summary> | ||
124 | /// Get/Set if the work items execution should be suspended until the Start() | ||
125 | /// method is called. | ||
126 | /// </summary> | ||
127 | public virtual bool StartSuspended | ||
128 | { | ||
129 | get { return _startSuspended; } | ||
130 | set | ||
131 | { | ||
132 | ThrowIfReadOnly(); | ||
133 | _startSuspended = value; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | |||
138 | /// <summary> | ||
139 | /// Get/Set the default priority that a work item gets when it is enqueued | ||
140 | /// </summary> | ||
141 | public virtual WorkItemPriority WorkItemPriority | ||
142 | { | ||
143 | get { return _workItemPriority; } | ||
144 | set { _workItemPriority = value; } | ||
145 | } | ||
146 | |||
147 | /// <summary> | ||
148 | /// Get/Set the if QueueWorkItem of Action<...>/Func<...> fill the | ||
149 | /// arguments as an object array into the state of the work item. | ||
150 | /// The arguments can be access later by IWorkItemResult.State. | ||
151 | /// </summary> | ||
152 | public virtual bool FillStateWithArgs | ||
153 | { | ||
154 | get { return _fillStateWithArgs; } | ||
155 | set | ||
156 | { | ||
157 | ThrowIfReadOnly(); | ||
158 | _fillStateWithArgs = value; | ||
159 | } | ||
160 | } | ||
161 | |||
162 | /// <summary> | ||
163 | /// Get a readonly version of this WIGStartInfo | ||
164 | /// </summary> | ||
165 | /// <returns>Returns a readonly reference to this WIGStartInfoRO</returns> | ||
166 | public WIGStartInfo AsReadOnly() | ||
167 | { | ||
168 | return new WIGStartInfo(this) { _readOnly = true }; | ||
169 | } | ||
98 | } | 170 | } |
99 | } | 171 | } |
diff --git a/ThirdParty/SmartThreadPool/WorkItem.WorkItemResult.cs b/ThirdParty/SmartThreadPool/WorkItem.WorkItemResult.cs new file mode 100644 index 0000000..435a14b --- /dev/null +++ b/ThirdParty/SmartThreadPool/WorkItem.WorkItemResult.cs | |||
@@ -0,0 +1,190 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using System.Threading; | ||
5 | |||
6 | namespace Amib.Threading.Internal | ||
7 | { | ||
8 | public partial class WorkItem | ||
9 | { | ||
10 | #region WorkItemResult class | ||
11 | |||
12 | private class WorkItemResult : IWorkItemResult, IInternalWorkItemResult, IInternalWaitableResult | ||
13 | { | ||
14 | /// <summary> | ||
15 | /// A back reference to the work item | ||
16 | /// </summary> | ||
17 | private readonly WorkItem _workItem; | ||
18 | |||
19 | public WorkItemResult(WorkItem workItem) | ||
20 | { | ||
21 | _workItem = workItem; | ||
22 | } | ||
23 | |||
24 | internal WorkItem GetWorkItem() | ||
25 | { | ||
26 | return _workItem; | ||
27 | } | ||
28 | |||
29 | #region IWorkItemResult Members | ||
30 | |||
31 | public bool IsCompleted | ||
32 | { | ||
33 | get | ||
34 | { | ||
35 | return _workItem.IsCompleted; | ||
36 | } | ||
37 | } | ||
38 | |||
39 | public bool IsCanceled | ||
40 | { | ||
41 | get | ||
42 | { | ||
43 | return _workItem.IsCanceled; | ||
44 | } | ||
45 | } | ||
46 | |||
47 | public object GetResult() | ||
48 | { | ||
49 | return _workItem.GetResult(Timeout.Infinite, true, null); | ||
50 | } | ||
51 | |||
52 | public object GetResult(int millisecondsTimeout, bool exitContext) | ||
53 | { | ||
54 | return _workItem.GetResult(millisecondsTimeout, exitContext, null); | ||
55 | } | ||
56 | |||
57 | public object GetResult(TimeSpan timeout, bool exitContext) | ||
58 | { | ||
59 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null); | ||
60 | } | ||
61 | |||
62 | public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
63 | { | ||
64 | return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle); | ||
65 | } | ||
66 | |||
67 | public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
68 | { | ||
69 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | ||
70 | } | ||
71 | |||
72 | public object GetResult(out Exception e) | ||
73 | { | ||
74 | return _workItem.GetResult(Timeout.Infinite, true, null, out e); | ||
75 | } | ||
76 | |||
77 | public object GetResult(int millisecondsTimeout, bool exitContext, out Exception e) | ||
78 | { | ||
79 | return _workItem.GetResult(millisecondsTimeout, exitContext, null, out e); | ||
80 | } | ||
81 | |||
82 | public object GetResult(TimeSpan timeout, bool exitContext, out Exception e) | ||
83 | { | ||
84 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null, out e); | ||
85 | } | ||
86 | |||
87 | public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
88 | { | ||
89 | return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e); | ||
90 | } | ||
91 | |||
92 | public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
93 | { | ||
94 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle, out e); | ||
95 | } | ||
96 | |||
97 | public bool Cancel() | ||
98 | { | ||
99 | return Cancel(false); | ||
100 | } | ||
101 | |||
102 | public bool Cancel(bool abortExecution) | ||
103 | { | ||
104 | return _workItem.Cancel(abortExecution); | ||
105 | } | ||
106 | |||
107 | public object State | ||
108 | { | ||
109 | get | ||
110 | { | ||
111 | return _workItem._state; | ||
112 | } | ||
113 | } | ||
114 | |||
115 | public WorkItemPriority WorkItemPriority | ||
116 | { | ||
117 | get | ||
118 | { | ||
119 | return _workItem._workItemInfo.WorkItemPriority; | ||
120 | } | ||
121 | } | ||
122 | |||
123 | /// <summary> | ||
124 | /// Return the result, same as GetResult() | ||
125 | /// </summary> | ||
126 | public object Result | ||
127 | { | ||
128 | get { return GetResult(); } | ||
129 | } | ||
130 | |||
131 | /// <summary> | ||
132 | /// Returns the exception if occured otherwise returns null. | ||
133 | /// This value is valid only after the work item completed, | ||
134 | /// before that it is always null. | ||
135 | /// </summary> | ||
136 | public object Exception | ||
137 | { | ||
138 | get { return _workItem._exception; } | ||
139 | } | ||
140 | |||
141 | #endregion | ||
142 | |||
143 | #region IInternalWorkItemResult Members | ||
144 | |||
145 | public event WorkItemStateCallback OnWorkItemStarted | ||
146 | { | ||
147 | add | ||
148 | { | ||
149 | _workItem.OnWorkItemStarted += value; | ||
150 | } | ||
151 | remove | ||
152 | { | ||
153 | _workItem.OnWorkItemStarted -= value; | ||
154 | } | ||
155 | } | ||
156 | |||
157 | |||
158 | public event WorkItemStateCallback OnWorkItemCompleted | ||
159 | { | ||
160 | add | ||
161 | { | ||
162 | _workItem.OnWorkItemCompleted += value; | ||
163 | } | ||
164 | remove | ||
165 | { | ||
166 | _workItem.OnWorkItemCompleted -= value; | ||
167 | } | ||
168 | } | ||
169 | |||
170 | #endregion | ||
171 | |||
172 | #region IInternalWorkItemResult Members | ||
173 | |||
174 | public IWorkItemResult GetWorkItemResult() | ||
175 | { | ||
176 | return this; | ||
177 | } | ||
178 | |||
179 | public IWorkItemResult<TResult> GetWorkItemResultT<TResult>() | ||
180 | { | ||
181 | return new WorkItemResultTWrapper<TResult>(this); | ||
182 | } | ||
183 | |||
184 | #endregion | ||
185 | } | ||
186 | |||
187 | #endregion | ||
188 | |||
189 | } | ||
190 | } | ||
diff --git a/ThirdParty/SmartThreadPool/WorkItem.cs b/ThirdParty/SmartThreadPool/WorkItem.cs index d0c0524..185f10c 100644 --- a/ThirdParty/SmartThreadPool/WorkItem.cs +++ b/ThirdParty/SmartThreadPool/WorkItem.cs | |||
@@ -1,58 +1,13 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
5 | using System.Threading; | 2 | using System.Threading; |
6 | using System.Diagnostics; | 3 | using System.Diagnostics; |
7 | 4 | ||
8 | namespace Amib.Threading.Internal | 5 | namespace Amib.Threading.Internal |
9 | { | 6 | { |
10 | #region WorkItem Delegate | ||
11 | |||
12 | /// <summary> | ||
13 | /// An internal delegate to call when the WorkItem starts or completes | ||
14 | /// </summary> | ||
15 | internal delegate void WorkItemStateCallback(WorkItem workItem); | ||
16 | |||
17 | #endregion | ||
18 | |||
19 | #region IInternalWorkItemResult interface | ||
20 | |||
21 | public class CanceledWorkItemsGroup | ||
22 | { | ||
23 | public readonly static CanceledWorkItemsGroup NotCanceledWorkItemsGroup = new CanceledWorkItemsGroup(); | ||
24 | |||
25 | private bool _isCanceled = false; | ||
26 | public bool IsCanceled | ||
27 | { | ||
28 | get { return _isCanceled; } | ||
29 | set { _isCanceled = value; } | ||
30 | } | ||
31 | } | ||
32 | |||
33 | internal interface IInternalWorkItemResult | ||
34 | { | ||
35 | event WorkItemStateCallback OnWorkItemStarted; | ||
36 | event WorkItemStateCallback OnWorkItemCompleted; | ||
37 | } | ||
38 | |||
39 | #endregion | ||
40 | |||
41 | #region IWorkItem interface | ||
42 | |||
43 | public interface IWorkItem | ||
44 | { | ||
45 | |||
46 | } | ||
47 | |||
48 | #endregion | ||
49 | |||
50 | #region WorkItem class | ||
51 | |||
52 | /// <summary> | 7 | /// <summary> |
53 | /// Holds a callback delegate and the state for that delegate. | 8 | /// Holds a callback delegate and the state for that delegate. |
54 | /// </summary> | 9 | /// </summary> |
55 | public class WorkItem : IHasWorkItemPriority, IWorkItem | 10 | public partial class WorkItem : IHasWorkItemPriority |
56 | { | 11 | { |
57 | #region WorkItemState enum | 12 | #region WorkItemState enum |
58 | 13 | ||
@@ -61,33 +16,57 @@ namespace Amib.Threading.Internal | |||
61 | /// </summary> | 16 | /// </summary> |
62 | private enum WorkItemState | 17 | private enum WorkItemState |
63 | { | 18 | { |
64 | InQueue, | 19 | InQueue = 0, // Nexts: InProgress, Canceled |
65 | InProgress, | 20 | InProgress = 1, // Nexts: Completed, Canceled |
66 | Completed, | 21 | Completed = 2, // Stays Completed |
67 | Canceled, | 22 | Canceled = 3, // Stays Canceled |
68 | } | 23 | } |
69 | 24 | ||
70 | #endregion | 25 | private static bool IsValidStatesTransition(WorkItemState currentState, WorkItemState nextState) |
26 | { | ||
27 | bool valid = false; | ||
28 | |||
29 | switch (currentState) | ||
30 | { | ||
31 | case WorkItemState.InQueue: | ||
32 | valid = (WorkItemState.InProgress == nextState) || (WorkItemState.Canceled == nextState); | ||
33 | break; | ||
34 | case WorkItemState.InProgress: | ||
35 | valid = (WorkItemState.Completed == nextState) || (WorkItemState.Canceled == nextState); | ||
36 | break; | ||
37 | case WorkItemState.Completed: | ||
38 | case WorkItemState.Canceled: | ||
39 | // Cannot be changed | ||
40 | break; | ||
41 | default: | ||
42 | // Unknown state | ||
43 | Debug.Assert(false); | ||
44 | break; | ||
45 | } | ||
71 | 46 | ||
72 | #region Member Variables | 47 | return valid; |
48 | } | ||
73 | 49 | ||
74 | public Thread currentThread; | 50 | #endregion |
51 | |||
52 | #region Fields | ||
75 | 53 | ||
76 | /// <summary> | 54 | /// <summary> |
77 | /// Callback delegate for the callback. | 55 | /// Callback delegate for the callback. |
78 | /// </summary> | 56 | /// </summary> |
79 | private WorkItemCallback _callback; | 57 | private readonly WorkItemCallback _callback; |
80 | 58 | ||
81 | /// <summary> | 59 | /// <summary> |
82 | /// State with which to call the callback delegate. | 60 | /// State with which to call the callback delegate. |
83 | /// </summary> | 61 | /// </summary> |
84 | private object _state; | 62 | private object _state; |
85 | 63 | ||
64 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
86 | /// <summary> | 65 | /// <summary> |
87 | /// Stores the caller's context | 66 | /// Stores the caller's context |
88 | /// </summary> | 67 | /// </summary> |
89 | private CallerThreadContext _callerContext; | 68 | private readonly CallerThreadContext _callerContext; |
90 | 69 | #endif | |
91 | /// <summary> | 70 | /// <summary> |
92 | /// Holds the result of the mehtod | 71 | /// Holds the result of the mehtod |
93 | /// </summary> | 72 | /// </summary> |
@@ -117,12 +96,12 @@ namespace Amib.Threading.Internal | |||
117 | /// <summary> | 96 | /// <summary> |
118 | /// Represents the result state of the work item | 97 | /// Represents the result state of the work item |
119 | /// </summary> | 98 | /// </summary> |
120 | private WorkItemResult _workItemResult; | 99 | private readonly WorkItemResult _workItemResult; |
121 | 100 | ||
122 | /// <summary> | 101 | /// <summary> |
123 | /// Work item info | 102 | /// Work item info |
124 | /// </summary> | 103 | /// </summary> |
125 | private WorkItemInfo _workItemInfo; | 104 | private readonly WorkItemInfo _workItemInfo; |
126 | 105 | ||
127 | /// <summary> | 106 | /// <summary> |
128 | /// Called when the WorkItem starts | 107 | /// Called when the WorkItem starts |
@@ -141,30 +120,41 @@ namespace Amib.Threading.Internal | |||
141 | private CanceledWorkItemsGroup _canceledWorkItemsGroup = CanceledWorkItemsGroup.NotCanceledWorkItemsGroup; | 120 | private CanceledWorkItemsGroup _canceledWorkItemsGroup = CanceledWorkItemsGroup.NotCanceledWorkItemsGroup; |
142 | 121 | ||
143 | /// <summary> | 122 | /// <summary> |
123 | /// A reference to an object that indicates whatever the | ||
124 | /// SmartThreadPool has been canceled | ||
125 | /// </summary> | ||
126 | private CanceledWorkItemsGroup _canceledSmartThreadPool = CanceledWorkItemsGroup.NotCanceledWorkItemsGroup; | ||
127 | |||
128 | /// <summary> | ||
144 | /// The work item group this work item belong to. | 129 | /// The work item group this work item belong to. |
145 | /// | ||
146 | /// </summary> | 130 | /// </summary> |
147 | private IWorkItemsGroup _workItemsGroup; | 131 | private readonly IWorkItemsGroup _workItemsGroup; |
148 | 132 | ||
149 | #region Performance Counter fields | 133 | /// <summary> |
134 | /// The thread that executes this workitem. | ||
135 | /// This field is available for the period when the work item is executed, before and after it is null. | ||
136 | /// </summary> | ||
137 | private Thread _executingThread; | ||
150 | 138 | ||
151 | /// <summary> | 139 | /// <summary> |
152 | /// The time when the work items is queued. | 140 | /// The absulote time when the work item will be timeout |
153 | /// Used with the performance counter. | ||
154 | /// </summary> | 141 | /// </summary> |
155 | private DateTime _queuedTime; | 142 | private long _expirationTime; |
143 | |||
144 | #region Performance Counter fields | ||
145 | |||
146 | |||
147 | |||
156 | 148 | ||
157 | /// <summary> | 149 | /// <summary> |
158 | /// The time when the work items starts its execution. | 150 | /// Stores how long the work item waited on the stp queue |
159 | /// Used with the performance counter. | ||
160 | /// </summary> | 151 | /// </summary> |
161 | private DateTime _beginProcessTime; | 152 | private Stopwatch _waitingOnQueueStopwatch; |
162 | 153 | ||
163 | /// <summary> | 154 | /// <summary> |
164 | /// The time when the work items ends its execution. | 155 | /// Stores how much time it took the work item to execute after it went out of the queue |
165 | /// Used with the performance counter. | ||
166 | /// </summary> | 156 | /// </summary> |
167 | private DateTime _endProcessTime; | 157 | private Stopwatch _processingStopwatch; |
168 | 158 | ||
169 | #endregion | 159 | #endregion |
170 | 160 | ||
@@ -174,17 +164,25 @@ namespace Amib.Threading.Internal | |||
174 | 164 | ||
175 | public TimeSpan WaitingTime | 165 | public TimeSpan WaitingTime |
176 | { | 166 | { |
177 | get | 167 | get |
178 | { | 168 | { |
179 | return (_beginProcessTime - _queuedTime); | 169 | return _waitingOnQueueStopwatch.Elapsed; |
180 | } | 170 | } |
181 | } | 171 | } |
182 | 172 | ||
183 | public TimeSpan ProcessTime | 173 | public TimeSpan ProcessTime |
184 | { | 174 | { |
185 | get | 175 | get |
176 | { | ||
177 | return _processingStopwatch.Elapsed; | ||
178 | } | ||
179 | } | ||
180 | |||
181 | internal WorkItemInfo WorkItemInfo | ||
182 | { | ||
183 | get | ||
186 | { | 184 | { |
187 | return (_endProcessTime - _beginProcessTime); | 185 | return _workItemInfo; |
188 | } | 186 | } |
189 | } | 187 | } |
190 | 188 | ||
@@ -195,6 +193,8 @@ namespace Amib.Threading.Internal | |||
195 | /// <summary> | 193 | /// <summary> |
196 | /// Initialize the callback holding object. | 194 | /// Initialize the callback holding object. |
197 | /// </summary> | 195 | /// </summary> |
196 | /// <param name="workItemsGroup">The workItemGroup of the workitem</param> | ||
197 | /// <param name="workItemInfo">The WorkItemInfo of te workitem</param> | ||
198 | /// <param name="callback">Callback delegate for the callback.</param> | 198 | /// <param name="callback">Callback delegate for the callback.</param> |
199 | /// <param name="state">State with which to call the callback delegate.</param> | 199 | /// <param name="state">State with which to call the callback delegate.</param> |
200 | /// | 200 | /// |
@@ -203,16 +203,18 @@ namespace Amib.Threading.Internal | |||
203 | public WorkItem( | 203 | public WorkItem( |
204 | IWorkItemsGroup workItemsGroup, | 204 | IWorkItemsGroup workItemsGroup, |
205 | WorkItemInfo workItemInfo, | 205 | WorkItemInfo workItemInfo, |
206 | WorkItemCallback callback, | 206 | WorkItemCallback callback, |
207 | object state) | 207 | object state) |
208 | { | 208 | { |
209 | _workItemsGroup = workItemsGroup; | 209 | _workItemsGroup = workItemsGroup; |
210 | _workItemInfo = workItemInfo; | 210 | _workItemInfo = workItemInfo; |
211 | 211 | ||
212 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
212 | if (_workItemInfo.UseCallerCallContext || _workItemInfo.UseCallerHttpContext) | 213 | if (_workItemInfo.UseCallerCallContext || _workItemInfo.UseCallerHttpContext) |
213 | { | 214 | { |
214 | _callerContext = CallerThreadContext.Capture(_workItemInfo.UseCallerCallContext, _workItemInfo.UseCallerHttpContext); | 215 | _callerContext = CallerThreadContext.Capture(_workItemInfo.UseCallerCallContext, _workItemInfo.UseCallerHttpContext); |
215 | } | 216 | } |
217 | #endif | ||
216 | 218 | ||
217 | _callback = callback; | 219 | _callback = callback; |
218 | _state = state; | 220 | _state = state; |
@@ -222,9 +224,18 @@ namespace Amib.Threading.Internal | |||
222 | 224 | ||
223 | internal void Initialize() | 225 | internal void Initialize() |
224 | { | 226 | { |
227 | // The _workItemState is changed directly instead of using the SetWorkItemState | ||
228 | // method since we don't want to go throught IsValidStateTransition. | ||
225 | _workItemState = WorkItemState.InQueue; | 229 | _workItemState = WorkItemState.InQueue; |
230 | |||
226 | _workItemCompleted = null; | 231 | _workItemCompleted = null; |
227 | _workItemCompletedRefCount = 0; | 232 | _workItemCompletedRefCount = 0; |
233 | _waitingOnQueueStopwatch = new Stopwatch(); | ||
234 | _processingStopwatch = new Stopwatch(); | ||
235 | _expirationTime = | ||
236 | _workItemInfo.Timeout > 0 ? | ||
237 | DateTime.UtcNow.Ticks + _workItemInfo.Timeout * TimeSpan.TicksPerMillisecond : | ||
238 | long.MaxValue; | ||
228 | } | 239 | } |
229 | 240 | ||
230 | internal bool WasQueuedBy(IWorkItemsGroup workItemsGroup) | 241 | internal bool WasQueuedBy(IWorkItemsGroup workItemsGroup) |
@@ -237,17 +248,16 @@ namespace Amib.Threading.Internal | |||
237 | 248 | ||
238 | #region Methods | 249 | #region Methods |
239 | 250 | ||
240 | public CanceledWorkItemsGroup CanceledWorkItemsGroup | 251 | internal CanceledWorkItemsGroup CanceledWorkItemsGroup |
241 | { | 252 | { |
242 | get | 253 | get { return _canceledWorkItemsGroup; } |
243 | { | 254 | set { _canceledWorkItemsGroup = value; } |
244 | return _canceledWorkItemsGroup; | 255 | } |
245 | } | ||
246 | 256 | ||
247 | set | 257 | internal CanceledWorkItemsGroup CanceledSmartThreadPool |
248 | { | 258 | { |
249 | _canceledWorkItemsGroup = value; | 259 | get { return _canceledSmartThreadPool; } |
250 | } | 260 | set { _canceledSmartThreadPool = value; } |
251 | } | 261 | } |
252 | 262 | ||
253 | /// <summary> | 263 | /// <summary> |
@@ -259,9 +269,10 @@ namespace Amib.Threading.Internal | |||
259 | /// </returns> | 269 | /// </returns> |
260 | public bool StartingWorkItem() | 270 | public bool StartingWorkItem() |
261 | { | 271 | { |
262 | _beginProcessTime = DateTime.Now; | 272 | _waitingOnQueueStopwatch.Stop(); |
273 | _processingStopwatch.Start(); | ||
263 | 274 | ||
264 | lock(this) | 275 | lock (this) |
265 | { | 276 | { |
266 | if (IsCanceled) | 277 | if (IsCanceled) |
267 | { | 278 | { |
@@ -277,6 +288,9 @@ namespace Amib.Threading.Internal | |||
277 | 288 | ||
278 | Debug.Assert(WorkItemState.InQueue == GetWorkItemState()); | 289 | Debug.Assert(WorkItemState.InQueue == GetWorkItemState()); |
279 | 290 | ||
291 | // No need for a lock yet, only after the state has changed to InProgress | ||
292 | _executingThread = Thread.CurrentThread; | ||
293 | |||
280 | SetWorkItemState(WorkItemState.InProgress); | 294 | SetWorkItemState(WorkItemState.InProgress); |
281 | } | 295 | } |
282 | 296 | ||
@@ -291,7 +305,7 @@ namespace Amib.Threading.Internal | |||
291 | CallToPostExecute currentCallToPostExecute = 0; | 305 | CallToPostExecute currentCallToPostExecute = 0; |
292 | 306 | ||
293 | // Execute the work item if we are in the correct state | 307 | // Execute the work item if we are in the correct state |
294 | switch(GetWorkItemState()) | 308 | switch (GetWorkItemState()) |
295 | { | 309 | { |
296 | case WorkItemState.InProgress: | 310 | case WorkItemState.InProgress: |
297 | currentCallToPostExecute |= CallToPostExecute.WhenWorkItemNotCanceled; | 311 | currentCallToPostExecute |= CallToPostExecute.WhenWorkItemNotCanceled; |
@@ -311,7 +325,7 @@ namespace Amib.Threading.Internal | |||
311 | PostExecute(); | 325 | PostExecute(); |
312 | } | 326 | } |
313 | 327 | ||
314 | _endProcessTime = DateTime.Now; | 328 | _processingStopwatch.Stop(); |
315 | } | 329 | } |
316 | 330 | ||
317 | internal void FireWorkItemCompleted() | 331 | internal void FireWorkItemCompleted() |
@@ -323,8 +337,21 @@ namespace Amib.Threading.Internal | |||
323 | _workItemCompletedEvent(this); | 337 | _workItemCompletedEvent(this); |
324 | } | 338 | } |
325 | } | 339 | } |
326 | catch // Ignore exceptions | 340 | catch // Suppress exceptions |
327 | {} | 341 | { } |
342 | } | ||
343 | |||
344 | internal void FireWorkItemStarted() | ||
345 | { | ||
346 | try | ||
347 | { | ||
348 | if (null != _workItemStartedEvent) | ||
349 | { | ||
350 | _workItemStartedEvent(this); | ||
351 | } | ||
352 | } | ||
353 | catch // Suppress exceptions | ||
354 | { } | ||
328 | } | 355 | } |
329 | 356 | ||
330 | /// <summary> | 357 | /// <summary> |
@@ -332,32 +359,70 @@ namespace Amib.Threading.Internal | |||
332 | /// </summary> | 359 | /// </summary> |
333 | private void ExecuteWorkItem() | 360 | private void ExecuteWorkItem() |
334 | { | 361 | { |
362 | |||
363 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
335 | CallerThreadContext ctc = null; | 364 | CallerThreadContext ctc = null; |
336 | if (null != _callerContext) | 365 | if (null != _callerContext) |
337 | { | 366 | { |
338 | ctc = CallerThreadContext.Capture(_callerContext.CapturedCallContext, _callerContext.CapturedHttpContext); | 367 | ctc = CallerThreadContext.Capture(_callerContext.CapturedCallContext, _callerContext.CapturedHttpContext); |
339 | CallerThreadContext.Apply(_callerContext); | 368 | CallerThreadContext.Apply(_callerContext); |
340 | } | 369 | } |
370 | #endif | ||
341 | 371 | ||
342 | Exception exception = null; | 372 | Exception exception = null; |
343 | object result = null; | 373 | object result = null; |
344 | 374 | ||
345 | try | 375 | try |
346 | { | 376 | { |
347 | result = _callback(_state); | 377 | try |
378 | { | ||
379 | result = _callback(_state); | ||
380 | } | ||
381 | catch (Exception e) | ||
382 | { | ||
383 | // Save the exception so we can rethrow it later | ||
384 | exception = e; | ||
385 | } | ||
386 | |||
387 | // Remove the value of the execution thread, so it will be impossible to cancel the work item, | ||
388 | // since it is already completed. | ||
389 | // Cancelling a work item that already completed may cause the abortion of the next work item!!! | ||
390 | Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread); | ||
391 | |||
392 | if (null == executionThread) | ||
393 | { | ||
394 | // Oops! we are going to be aborted..., Wait here so we can catch the ThreadAbortException | ||
395 | Thread.Sleep(60 * 1000); | ||
396 | |||
397 | // If after 1 minute this thread was not aborted then let it continue working. | ||
398 | } | ||
348 | } | 399 | } |
349 | catch (Exception e) | 400 | // We must treat the ThreadAbortException or else it will be stored in the exception variable |
401 | catch (ThreadAbortException tae) | ||
350 | { | 402 | { |
351 | // Save the exception so we can rethrow it later | 403 | tae.GetHashCode(); |
352 | exception = e; | 404 | // Check if the work item was cancelled |
405 | // If we got a ThreadAbortException and the STP is not shutting down, it means the | ||
406 | // work items was cancelled. | ||
407 | if (!SmartThreadPool.CurrentThreadEntry.AssociatedSmartThreadPool.IsShuttingdown) | ||
408 | { | ||
409 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
410 | Thread.ResetAbort(); | ||
411 | #endif | ||
412 | } | ||
353 | } | 413 | } |
354 | 414 | ||
415 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
355 | if (null != _callerContext) | 416 | if (null != _callerContext) |
356 | { | 417 | { |
357 | CallerThreadContext.Apply(ctc); | 418 | CallerThreadContext.Apply(ctc); |
358 | } | 419 | } |
420 | #endif | ||
359 | 421 | ||
360 | SetResult(result, exception); | 422 | if (!SmartThreadPool.IsWorkItemCanceled) |
423 | { | ||
424 | SetResult(result, exception); | ||
425 | } | ||
361 | } | 426 | } |
362 | 427 | ||
363 | /// <summary> | 428 | /// <summary> |
@@ -369,9 +434,9 @@ namespace Amib.Threading.Internal | |||
369 | { | 434 | { |
370 | try | 435 | try |
371 | { | 436 | { |
372 | _workItemInfo.PostExecuteWorkItemCallback(this._workItemResult); | 437 | _workItemInfo.PostExecuteWorkItemCallback(_workItemResult); |
373 | } | 438 | } |
374 | catch (Exception e) | 439 | catch (Exception e) |
375 | { | 440 | { |
376 | Debug.Assert(null != e); | 441 | Debug.Assert(null != e); |
377 | } | 442 | } |
@@ -382,6 +447,8 @@ namespace Amib.Threading.Internal | |||
382 | /// Set the result of the work item to return | 447 | /// Set the result of the work item to return |
383 | /// </summary> | 448 | /// </summary> |
384 | /// <param name="result">The result of the work item</param> | 449 | /// <param name="result">The result of the work item</param> |
450 | /// <param name="exception">The exception that was throw while the workitem executed, null | ||
451 | /// if there was no exception.</param> | ||
385 | internal void SetResult(object result, Exception exception) | 452 | internal void SetResult(object result, Exception exception) |
386 | { | 453 | { |
387 | _result = result; | 454 | _result = result; |
@@ -401,48 +468,48 @@ namespace Amib.Threading.Internal | |||
401 | /// <summary> | 468 | /// <summary> |
402 | /// Wait for all work items to complete | 469 | /// Wait for all work items to complete |
403 | /// </summary> | 470 | /// </summary> |
404 | /// <param name="workItemResults">Array of work item result objects</param> | 471 | /// <param name="waitableResults">Array of work item result objects</param> |
405 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | 472 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> |
406 | /// <param name="exitContext"> | 473 | /// <param name="exitContext"> |
407 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | 474 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. |
408 | /// </param> | 475 | /// </param> |
409 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> | 476 | /// <param name="cancelWaitHandle">A cancel wait handle to interrupt the wait if needed</param> |
410 | /// <returns> | 477 | /// <returns> |
411 | /// true when every work item in workItemResults has completed; otherwise false. | 478 | /// true when every work item in waitableResults has completed; otherwise false. |
412 | /// </returns> | 479 | /// </returns> |
413 | internal static bool WaitAll( | 480 | internal static bool WaitAll( |
414 | IWorkItemResult [] workItemResults, | 481 | IWaitableResult[] waitableResults, |
415 | int millisecondsTimeout, | 482 | int millisecondsTimeout, |
416 | bool exitContext, | 483 | bool exitContext, |
417 | WaitHandle cancelWaitHandle) | 484 | WaitHandle cancelWaitHandle) |
418 | { | 485 | { |
419 | if (0 == workItemResults.Length) | 486 | if (0 == waitableResults.Length) |
420 | { | 487 | { |
421 | return true; | 488 | return true; |
422 | } | 489 | } |
423 | 490 | ||
424 | bool success; | 491 | bool success; |
425 | WaitHandle [] waitHandles = new WaitHandle[workItemResults.Length];; | 492 | WaitHandle[] waitHandles = new WaitHandle[waitableResults.Length]; |
426 | GetWaitHandles(workItemResults, waitHandles); | 493 | GetWaitHandles(waitableResults, waitHandles); |
427 | 494 | ||
428 | if ((null == cancelWaitHandle) && (waitHandles.Length <= 64)) | 495 | if ((null == cancelWaitHandle) && (waitHandles.Length <= 64)) |
429 | { | 496 | { |
430 | success = WaitHandle.WaitAll(waitHandles, millisecondsTimeout, exitContext); | 497 | success = STPEventWaitHandle.WaitAll(waitHandles, millisecondsTimeout, exitContext); |
431 | } | 498 | } |
432 | else | 499 | else |
433 | { | 500 | { |
434 | success = true; | 501 | success = true; |
435 | int millisecondsLeft = millisecondsTimeout; | 502 | int millisecondsLeft = millisecondsTimeout; |
436 | DateTime start = DateTime.Now; | 503 | Stopwatch stopwatch = Stopwatch.StartNew(); |
437 | 504 | ||
438 | WaitHandle [] whs; | 505 | WaitHandle[] whs; |
439 | if (null != cancelWaitHandle) | 506 | if (null != cancelWaitHandle) |
440 | { | 507 | { |
441 | whs = new WaitHandle [] { null, cancelWaitHandle }; | 508 | whs = new WaitHandle[] { null, cancelWaitHandle }; |
442 | } | 509 | } |
443 | else | 510 | else |
444 | { | 511 | { |
445 | whs = new WaitHandle [] { null }; | 512 | whs = new WaitHandle[] { null }; |
446 | } | 513 | } |
447 | 514 | ||
448 | bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout); | 515 | bool waitInfinitely = (Timeout.Infinite == millisecondsTimeout); |
@@ -450,7 +517,7 @@ namespace Amib.Threading.Internal | |||
450 | // We cannot use WaitHandle.WaitAll directly, because the cancelWaitHandle | 517 | // We cannot use WaitHandle.WaitAll directly, because the cancelWaitHandle |
451 | // won't affect it. | 518 | // won't affect it. |
452 | // Each iteration we update the time left for the timeout. | 519 | // Each iteration we update the time left for the timeout. |
453 | for(int i = 0; i < workItemResults.Length; ++i) | 520 | for (int i = 0; i < waitableResults.Length; ++i) |
454 | { | 521 | { |
455 | // WaitAny don't work with negative numbers | 522 | // WaitAny don't work with negative numbers |
456 | if (!waitInfinitely && (millisecondsLeft < 0)) | 523 | if (!waitInfinitely && (millisecondsLeft < 0)) |
@@ -460,23 +527,22 @@ namespace Amib.Threading.Internal | |||
460 | } | 527 | } |
461 | 528 | ||
462 | whs[0] = waitHandles[i]; | 529 | whs[0] = waitHandles[i]; |
463 | int result = WaitHandle.WaitAny(whs, millisecondsLeft, exitContext); | 530 | int result = STPEventWaitHandle.WaitAny(whs, millisecondsLeft, exitContext); |
464 | if((result > 0) || (WaitHandle.WaitTimeout == result)) | 531 | if ((result > 0) || (STPEventWaitHandle.WaitTimeout == result)) |
465 | { | 532 | { |
466 | success = false; | 533 | success = false; |
467 | break; | 534 | break; |
468 | } | 535 | } |
469 | 536 | ||
470 | if(!waitInfinitely) | 537 | if (!waitInfinitely) |
471 | { | 538 | { |
472 | // Update the time left to wait | 539 | // Update the time left to wait |
473 | TimeSpan ts = DateTime.Now - start; | 540 | millisecondsLeft = millisecondsTimeout - (int)stopwatch.ElapsedMilliseconds; |
474 | millisecondsLeft = millisecondsTimeout - (int)ts.TotalMilliseconds; | ||
475 | } | 541 | } |
476 | } | 542 | } |
477 | } | 543 | } |
478 | // Release the wait handles | 544 | // Release the wait handles |
479 | ReleaseWaitHandles(workItemResults); | 545 | ReleaseWaitHandles(waitableResults); |
480 | 546 | ||
481 | return success; | 547 | return success; |
482 | } | 548 | } |
@@ -484,7 +550,7 @@ namespace Amib.Threading.Internal | |||
484 | /// <summary> | 550 | /// <summary> |
485 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout | 551 | /// Waits for any of the work items in the specified array to complete, cancel, or timeout |
486 | /// </summary> | 552 | /// </summary> |
487 | /// <param name="workItemResults">Array of work item result objects</param> | 553 | /// <param name="waitableResults">Array of work item result objects</param> |
488 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> | 554 | /// <param name="millisecondsTimeout">The number of milliseconds to wait, or Timeout.Infinite (-1) to wait indefinitely.</param> |
489 | /// <param name="exitContext"> | 555 | /// <param name="exitContext"> |
490 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. | 556 | /// true to exit the synchronization domain for the context before the wait (if in a synchronized context), and reacquire it; otherwise, false. |
@@ -493,38 +559,38 @@ namespace Amib.Threading.Internal | |||
493 | /// <returns> | 559 | /// <returns> |
494 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. | 560 | /// The array index of the work item result that satisfied the wait, or WaitTimeout if no work item result satisfied the wait and a time interval equivalent to millisecondsTimeout has passed or the work item has been canceled. |
495 | /// </returns> | 561 | /// </returns> |
496 | internal static int WaitAny( | 562 | internal static int WaitAny( |
497 | IWorkItemResult [] workItemResults, | 563 | IWaitableResult[] waitableResults, |
498 | int millisecondsTimeout, | 564 | int millisecondsTimeout, |
499 | bool exitContext, | 565 | bool exitContext, |
500 | WaitHandle cancelWaitHandle) | 566 | WaitHandle cancelWaitHandle) |
501 | { | 567 | { |
502 | WaitHandle [] waitHandles = null; | 568 | WaitHandle[] waitHandles; |
503 | 569 | ||
504 | if (null != cancelWaitHandle) | 570 | if (null != cancelWaitHandle) |
505 | { | 571 | { |
506 | waitHandles = new WaitHandle[workItemResults.Length+1]; | 572 | waitHandles = new WaitHandle[waitableResults.Length + 1]; |
507 | GetWaitHandles(workItemResults, waitHandles); | 573 | GetWaitHandles(waitableResults, waitHandles); |
508 | waitHandles[workItemResults.Length] = cancelWaitHandle; | 574 | waitHandles[waitableResults.Length] = cancelWaitHandle; |
509 | } | 575 | } |
510 | else | 576 | else |
511 | { | 577 | { |
512 | waitHandles = new WaitHandle[workItemResults.Length]; | 578 | waitHandles = new WaitHandle[waitableResults.Length]; |
513 | GetWaitHandles(workItemResults, waitHandles); | 579 | GetWaitHandles(waitableResults, waitHandles); |
514 | } | 580 | } |
515 | 581 | ||
516 | int result = WaitHandle.WaitAny(waitHandles, millisecondsTimeout, exitContext); | 582 | int result = STPEventWaitHandle.WaitAny(waitHandles, millisecondsTimeout, exitContext); |
517 | 583 | ||
518 | // Treat cancel as timeout | 584 | // Treat cancel as timeout |
519 | if (null != cancelWaitHandle) | 585 | if (null != cancelWaitHandle) |
520 | { | 586 | { |
521 | if (result == workItemResults.Length) | 587 | if (result == waitableResults.Length) |
522 | { | 588 | { |
523 | result = WaitHandle.WaitTimeout; | 589 | result = STPEventWaitHandle.WaitTimeout; |
524 | } | 590 | } |
525 | } | 591 | } |
526 | 592 | ||
527 | ReleaseWaitHandles(workItemResults); | 593 | ReleaseWaitHandles(waitableResults); |
528 | 594 | ||
529 | return result; | 595 | return result; |
530 | } | 596 | } |
@@ -532,16 +598,16 @@ namespace Amib.Threading.Internal | |||
532 | /// <summary> | 598 | /// <summary> |
533 | /// Fill an array of wait handles with the work items wait handles. | 599 | /// Fill an array of wait handles with the work items wait handles. |
534 | /// </summary> | 600 | /// </summary> |
535 | /// <param name="workItemResults">An array of work item results</param> | 601 | /// <param name="waitableResults">An array of work item results</param> |
536 | /// <param name="waitHandles">An array of wait handles to fill</param> | 602 | /// <param name="waitHandles">An array of wait handles to fill</param> |
537 | private static void GetWaitHandles( | 603 | private static void GetWaitHandles( |
538 | IWorkItemResult [] workItemResults, | 604 | IWaitableResult[] waitableResults, |
539 | WaitHandle [] waitHandles) | 605 | WaitHandle[] waitHandles) |
540 | { | 606 | { |
541 | for(int i = 0; i < workItemResults.Length; ++i) | 607 | for (int i = 0; i < waitableResults.Length; ++i) |
542 | { | 608 | { |
543 | WorkItemResult wir = workItemResults[i] as WorkItemResult; | 609 | WorkItemResult wir = waitableResults[i].GetWorkItemResult() as WorkItemResult; |
544 | Debug.Assert(null != wir, "All workItemResults must be WorkItemResult objects"); | 610 | Debug.Assert(null != wir, "All waitableResults must be WorkItemResult objects"); |
545 | 611 | ||
546 | waitHandles[i] = wir.GetWorkItem().GetWaitHandle(); | 612 | waitHandles[i] = wir.GetWorkItem().GetWaitHandle(); |
547 | } | 613 | } |
@@ -550,40 +616,64 @@ namespace Amib.Threading.Internal | |||
550 | /// <summary> | 616 | /// <summary> |
551 | /// Release the work items' wait handles | 617 | /// Release the work items' wait handles |
552 | /// </summary> | 618 | /// </summary> |
553 | /// <param name="workItemResults">An array of work item results</param> | 619 | /// <param name="waitableResults">An array of work item results</param> |
554 | private static void ReleaseWaitHandles(IWorkItemResult [] workItemResults) | 620 | private static void ReleaseWaitHandles(IWaitableResult[] waitableResults) |
555 | { | 621 | { |
556 | for(int i = 0; i < workItemResults.Length; ++i) | 622 | for (int i = 0; i < waitableResults.Length; ++i) |
557 | { | 623 | { |
558 | WorkItemResult wir = workItemResults[i] as WorkItemResult; | 624 | WorkItemResult wir = (WorkItemResult)waitableResults[i].GetWorkItemResult(); |
559 | 625 | ||
560 | wir.GetWorkItem().ReleaseWaitHandle(); | 626 | wir.GetWorkItem().ReleaseWaitHandle(); |
561 | } | 627 | } |
562 | } | 628 | } |
563 | 629 | ||
564 | |||
565 | #endregion | 630 | #endregion |
566 | 631 | ||
567 | #region Private Members | 632 | #region Private Members |
568 | 633 | ||
569 | private WorkItemState GetWorkItemState() | 634 | private WorkItemState GetWorkItemState() |
570 | { | 635 | { |
571 | if (_canceledWorkItemsGroup.IsCanceled) | 636 | lock (this) |
572 | { | 637 | { |
573 | return WorkItemState.Canceled; | 638 | if (WorkItemState.Completed == _workItemState) |
574 | } | 639 | { |
575 | return _workItemState; | 640 | return _workItemState; |
641 | } | ||
642 | |||
643 | long nowTicks = DateTime.UtcNow.Ticks; | ||
576 | 644 | ||
645 | if (WorkItemState.Canceled != _workItemState && nowTicks > _expirationTime) | ||
646 | { | ||
647 | _workItemState = WorkItemState.Canceled; | ||
648 | } | ||
649 | |||
650 | if (WorkItemState.InProgress == _workItemState) | ||
651 | { | ||
652 | return _workItemState; | ||
653 | } | ||
654 | |||
655 | if (CanceledSmartThreadPool.IsCanceled || CanceledWorkItemsGroup.IsCanceled) | ||
656 | { | ||
657 | return WorkItemState.Canceled; | ||
658 | } | ||
659 | |||
660 | return _workItemState; | ||
661 | } | ||
577 | } | 662 | } |
663 | |||
664 | |||
578 | /// <summary> | 665 | /// <summary> |
579 | /// Sets the work item's state | 666 | /// Sets the work item's state |
580 | /// </summary> | 667 | /// </summary> |
581 | /// <param name="workItemState">The state to set the work item to</param> | 668 | /// <param name="workItemState">The state to set the work item to</param> |
582 | private void SetWorkItemState(WorkItemState workItemState) | 669 | private void SetWorkItemState(WorkItemState workItemState) |
583 | { | 670 | { |
584 | lock(this) | 671 | lock (this) |
585 | { | 672 | { |
586 | _workItemState = workItemState; | 673 | if (IsValidStatesTransition(_workItemState, workItemState)) |
674 | { | ||
675 | _workItemState = workItemState; | ||
676 | } | ||
587 | } | 677 | } |
588 | } | 678 | } |
589 | 679 | ||
@@ -594,7 +684,7 @@ namespace Amib.Threading.Internal | |||
594 | private void SignalComplete(bool canceled) | 684 | private void SignalComplete(bool canceled) |
595 | { | 685 | { |
596 | SetWorkItemState(canceled ? WorkItemState.Canceled : WorkItemState.Completed); | 686 | SetWorkItemState(canceled ? WorkItemState.Canceled : WorkItemState.Completed); |
597 | lock(this) | 687 | lock (this) |
598 | { | 688 | { |
599 | // If someone is waiting then signal. | 689 | // If someone is waiting then signal. |
600 | if (null != _workItemCompleted) | 690 | if (null != _workItemCompleted) |
@@ -606,40 +696,93 @@ namespace Amib.Threading.Internal | |||
606 | 696 | ||
607 | internal void WorkItemIsQueued() | 697 | internal void WorkItemIsQueued() |
608 | { | 698 | { |
609 | _queuedTime = DateTime.Now; | 699 | _waitingOnQueueStopwatch.Start(); |
610 | } | 700 | } |
611 | 701 | ||
612 | #endregion | 702 | #endregion |
613 | 703 | ||
614 | #region Members exposed by WorkItemResult | 704 | #region Members exposed by WorkItemResult |
615 | 705 | ||
616 | /// <summary> | 706 | /// <summary> |
617 | /// Cancel the work item if it didn't start running yet. | 707 | /// Cancel the work item if it didn't start running yet. |
618 | /// </summary> | 708 | /// </summary> |
619 | /// <returns>Returns true on success or false if the work item is in progress or already completed</returns> | 709 | /// <returns>Returns true on success or false if the work item is in progress or already completed</returns> |
620 | private bool Cancel() | 710 | private bool Cancel(bool abortExecution) |
621 | { | 711 | { |
622 | lock(this) | 712 | #if (_WINDOWS_CE) |
713 | if(abortExecution) | ||
714 | { | ||
715 | throw new ArgumentOutOfRangeException("abortExecution", "WindowsCE doesn't support this feature"); | ||
716 | } | ||
717 | #endif | ||
718 | bool success = false; | ||
719 | bool signalComplete = false; | ||
720 | |||
721 | lock (this) | ||
623 | { | 722 | { |
624 | switch(GetWorkItemState()) | 723 | switch (GetWorkItemState()) |
625 | { | 724 | { |
626 | case WorkItemState.Canceled: | 725 | case WorkItemState.Canceled: |
627 | //Debug.WriteLine("Work item already canceled"); | 726 | //Debug.WriteLine("Work item already canceled"); |
628 | return true; | 727 | if (abortExecution) |
728 | { | ||
729 | Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread); | ||
730 | if (null != executionThread) | ||
731 | { | ||
732 | executionThread.Abort(); // "Cancel" | ||
733 | // No need to signalComplete, because we already cancelled this work item | ||
734 | // so it already signaled its completion. | ||
735 | //signalComplete = true; | ||
736 | } | ||
737 | } | ||
738 | success = true; | ||
739 | break; | ||
629 | case WorkItemState.Completed: | 740 | case WorkItemState.Completed: |
630 | case WorkItemState.InProgress: | ||
631 | //Debug.WriteLine("Work item cannot be canceled"); | 741 | //Debug.WriteLine("Work item cannot be canceled"); |
632 | return false; | 742 | break; |
743 | case WorkItemState.InProgress: | ||
744 | if (abortExecution) | ||
745 | { | ||
746 | Thread executionThread = Interlocked.CompareExchange(ref _executingThread, null, _executingThread); | ||
747 | if (null != executionThread) | ||
748 | { | ||
749 | executionThread.Abort(); // "Cancel" | ||
750 | success = true; | ||
751 | signalComplete = true; | ||
752 | } | ||
753 | } | ||
754 | else | ||
755 | { | ||
756 | // ************************** | ||
757 | // Stock SmartThreadPool 2.2.3 sets these to true and relies on the thread to check the | ||
758 | // WorkItem cancellation status. However, OpenSimulator uses a different mechanism to notify | ||
759 | // scripts of co-operative termination and the abort code also relies on this method | ||
760 | // returning false in order to implement a small wait. | ||
761 | // | ||
762 | // Therefore, as was the case previously with STP, we will not signal successful cancellation | ||
763 | // here. It's possible that OpenSimulator code could be changed in the future to remove | ||
764 | // the need for this change. | ||
765 | // ************************** | ||
766 | success = false; | ||
767 | signalComplete = false; | ||
768 | } | ||
769 | break; | ||
633 | case WorkItemState.InQueue: | 770 | case WorkItemState.InQueue: |
634 | // Signal to the wait for completion that the work | 771 | // Signal to the wait for completion that the work |
635 | // item has been completed (canceled). There is no | 772 | // item has been completed (canceled). There is no |
636 | // reason to wait for it to get out of the queue | 773 | // reason to wait for it to get out of the queue |
637 | SignalComplete(true); | 774 | signalComplete = true; |
638 | //Debug.WriteLine("Work item canceled"); | 775 | //Debug.WriteLine("Work item canceled"); |
639 | return true; | 776 | success = true; |
777 | break; | ||
778 | } | ||
779 | |||
780 | if (signalComplete) | ||
781 | { | ||
782 | SignalComplete(true); | ||
640 | } | 783 | } |
641 | } | 784 | } |
642 | return false; | 785 | return success; |
643 | } | 786 | } |
644 | 787 | ||
645 | /// <summary> | 788 | /// <summary> |
@@ -653,7 +796,7 @@ namespace Amib.Threading.Internal | |||
653 | bool exitContext, | 796 | bool exitContext, |
654 | WaitHandle cancelWaitHandle) | 797 | WaitHandle cancelWaitHandle) |
655 | { | 798 | { |
656 | Exception e = null; | 799 | Exception e; |
657 | object result = GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e); | 800 | object result = GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e); |
658 | if (null != e) | 801 | if (null != e) |
659 | { | 802 | { |
@@ -694,7 +837,7 @@ namespace Amib.Threading.Internal | |||
694 | { | 837 | { |
695 | WaitHandle wh = GetWaitHandle(); | 838 | WaitHandle wh = GetWaitHandle(); |
696 | 839 | ||
697 | bool timeout = !wh.WaitOne(millisecondsTimeout, exitContext); | 840 | bool timeout = !STPEventWaitHandle.WaitOne(wh, millisecondsTimeout, exitContext); |
698 | 841 | ||
699 | ReleaseWaitHandle(); | 842 | ReleaseWaitHandle(); |
700 | 843 | ||
@@ -706,10 +849,10 @@ namespace Amib.Threading.Internal | |||
706 | else | 849 | else |
707 | { | 850 | { |
708 | WaitHandle wh = GetWaitHandle(); | 851 | WaitHandle wh = GetWaitHandle(); |
709 | int result = WaitHandle.WaitAny(new WaitHandle[] { wh, cancelWaitHandle }); | 852 | int result = STPEventWaitHandle.WaitAny(new WaitHandle[] { wh, cancelWaitHandle }); |
710 | ReleaseWaitHandle(); | 853 | ReleaseWaitHandle(); |
711 | 854 | ||
712 | switch(result) | 855 | switch (result) |
713 | { | 856 | { |
714 | case 0: | 857 | case 0: |
715 | // The work item signaled | 858 | // The work item signaled |
@@ -717,7 +860,7 @@ namespace Amib.Threading.Internal | |||
717 | // work item (not the get result) | 860 | // work item (not the get result) |
718 | break; | 861 | break; |
719 | case 1: | 862 | case 1: |
720 | case WaitHandle.WaitTimeout: | 863 | case STPEventWaitHandle.WaitTimeout: |
721 | throw new WorkItemTimeoutException("Work item timeout"); | 864 | throw new WorkItemTimeoutException("Work item timeout"); |
722 | default: | 865 | default: |
723 | Debug.Assert(false); | 866 | Debug.Assert(false); |
@@ -745,11 +888,11 @@ namespace Amib.Threading.Internal | |||
745 | /// </summary> | 888 | /// </summary> |
746 | private WaitHandle GetWaitHandle() | 889 | private WaitHandle GetWaitHandle() |
747 | { | 890 | { |
748 | lock(this) | 891 | lock (this) |
749 | { | 892 | { |
750 | if (null == _workItemCompleted) | 893 | if (null == _workItemCompleted) |
751 | { | 894 | { |
752 | _workItemCompleted = new ManualResetEvent(IsCompleted); | 895 | _workItemCompleted = EventWaitHandleFactory.CreateManualResetEvent(IsCompleted); |
753 | } | 896 | } |
754 | ++_workItemCompletedRefCount; | 897 | ++_workItemCompletedRefCount; |
755 | } | 898 | } |
@@ -758,7 +901,7 @@ namespace Amib.Threading.Internal | |||
758 | 901 | ||
759 | private void ReleaseWaitHandle() | 902 | private void ReleaseWaitHandle() |
760 | { | 903 | { |
761 | lock(this) | 904 | lock (this) |
762 | { | 905 | { |
763 | if (null != _workItemCompleted) | 906 | if (null != _workItemCompleted) |
764 | { | 907 | { |
@@ -779,10 +922,10 @@ namespace Amib.Threading.Internal | |||
779 | { | 922 | { |
780 | get | 923 | get |
781 | { | 924 | { |
782 | lock(this) | 925 | lock (this) |
783 | { | 926 | { |
784 | WorkItemState workItemState = GetWorkItemState(); | 927 | WorkItemState workItemState = GetWorkItemState(); |
785 | return ((workItemState == WorkItemState.Completed) || | 928 | return ((workItemState == WorkItemState.Completed) || |
786 | (workItemState == WorkItemState.Canceled)); | 929 | (workItemState == WorkItemState.Canceled)); |
787 | } | 930 | } |
788 | } | 931 | } |
@@ -795,7 +938,7 @@ namespace Amib.Threading.Internal | |||
795 | { | 938 | { |
796 | get | 939 | get |
797 | { | 940 | { |
798 | lock(this) | 941 | lock (this) |
799 | { | 942 | { |
800 | return (GetWorkItemState() == WorkItemState.Canceled); | 943 | return (GetWorkItemState() == WorkItemState.Canceled); |
801 | } | 944 | } |
@@ -843,172 +986,6 @@ namespace Amib.Threading.Internal | |||
843 | } | 986 | } |
844 | } | 987 | } |
845 | 988 | ||
846 | |||
847 | #region WorkItemResult class | ||
848 | |||
849 | private class WorkItemResult : IWorkItemResult, IInternalWorkItemResult | ||
850 | { | ||
851 | /// <summary> | ||
852 | /// A back reference to the work item | ||
853 | /// </summary> | ||
854 | private WorkItem _workItem; | ||
855 | |||
856 | public WorkItemResult(WorkItem workItem) | ||
857 | { | ||
858 | _workItem = workItem; | ||
859 | } | ||
860 | |||
861 | internal WorkItem GetWorkItem() | ||
862 | { | ||
863 | return _workItem; | ||
864 | } | ||
865 | |||
866 | #region IWorkItemResult Members | ||
867 | |||
868 | public bool IsCompleted | ||
869 | { | ||
870 | get | ||
871 | { | ||
872 | return _workItem.IsCompleted; | ||
873 | } | ||
874 | } | ||
875 | |||
876 | public void Abort() | ||
877 | { | ||
878 | _workItem.Abort(); | ||
879 | } | ||
880 | |||
881 | public bool IsCanceled | ||
882 | { | ||
883 | get | ||
884 | { | ||
885 | return _workItem.IsCanceled; | ||
886 | } | ||
887 | } | ||
888 | |||
889 | public object GetResult() | ||
890 | { | ||
891 | return _workItem.GetResult(Timeout.Infinite, true, null); | ||
892 | } | ||
893 | |||
894 | public object GetResult(int millisecondsTimeout, bool exitContext) | ||
895 | { | ||
896 | return _workItem.GetResult(millisecondsTimeout, exitContext, null); | ||
897 | } | ||
898 | |||
899 | public object GetResult(TimeSpan timeout, bool exitContext) | ||
900 | { | ||
901 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null); | ||
902 | } | ||
903 | |||
904 | public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
905 | { | ||
906 | return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle); | ||
907 | } | ||
908 | |||
909 | public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
910 | { | ||
911 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle); | ||
912 | } | ||
913 | |||
914 | public object GetResult(out Exception e) | ||
915 | { | ||
916 | return _workItem.GetResult(Timeout.Infinite, true, null, out e); | ||
917 | } | ||
918 | |||
919 | public object GetResult(int millisecondsTimeout, bool exitContext, out Exception e) | ||
920 | { | ||
921 | return _workItem.GetResult(millisecondsTimeout, exitContext, null, out e); | ||
922 | } | ||
923 | |||
924 | public object GetResult(TimeSpan timeout, bool exitContext, out Exception e) | ||
925 | { | ||
926 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, null, out e); | ||
927 | } | ||
928 | |||
929 | public object GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
930 | { | ||
931 | return _workItem.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e); | ||
932 | } | ||
933 | |||
934 | public object GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
935 | { | ||
936 | return _workItem.GetResult((int)timeout.TotalMilliseconds, exitContext, cancelWaitHandle, out e); | ||
937 | } | ||
938 | |||
939 | public bool Cancel() | ||
940 | { | ||
941 | return _workItem.Cancel(); | ||
942 | } | ||
943 | |||
944 | public object State | ||
945 | { | ||
946 | get | ||
947 | { | ||
948 | return _workItem._state; | ||
949 | } | ||
950 | } | ||
951 | |||
952 | public WorkItemPriority WorkItemPriority | ||
953 | { | ||
954 | get | ||
955 | { | ||
956 | return _workItem._workItemInfo.WorkItemPriority; | ||
957 | } | ||
958 | } | ||
959 | |||
960 | /// <summary> | ||
961 | /// Return the result, same as GetResult() | ||
962 | /// </summary> | ||
963 | public object Result | ||
964 | { | ||
965 | get { return GetResult(); } | ||
966 | } | ||
967 | |||
968 | /// <summary> | ||
969 | /// Returns the exception if occured otherwise returns null. | ||
970 | /// This value is valid only after the work item completed, | ||
971 | /// before that it is always null. | ||
972 | /// </summary> | ||
973 | public object Exception | ||
974 | { | ||
975 | get { return _workItem._exception; } | ||
976 | } | ||
977 | |||
978 | #endregion | ||
979 | |||
980 | #region IInternalWorkItemResult Members | ||
981 | |||
982 | public event WorkItemStateCallback OnWorkItemStarted | ||
983 | { | ||
984 | add | ||
985 | { | ||
986 | _workItem.OnWorkItemStarted += value; | ||
987 | } | ||
988 | remove | ||
989 | { | ||
990 | _workItem.OnWorkItemStarted -= value; | ||
991 | } | ||
992 | } | ||
993 | |||
994 | |||
995 | public event WorkItemStateCallback OnWorkItemCompleted | ||
996 | { | ||
997 | add | ||
998 | { | ||
999 | _workItem.OnWorkItemCompleted += value; | ||
1000 | } | ||
1001 | remove | ||
1002 | { | ||
1003 | _workItem.OnWorkItemCompleted -= value; | ||
1004 | } | ||
1005 | } | ||
1006 | |||
1007 | #endregion | ||
1008 | } | ||
1009 | |||
1010 | #endregion | ||
1011 | |||
1012 | public void DisposeOfState() | 989 | public void DisposeOfState() |
1013 | { | 990 | { |
1014 | if (_workItemInfo.DisposeOfStateObjects) | 991 | if (_workItemInfo.DisposeOfStateObjects) |
@@ -1021,15 +998,5 @@ namespace Amib.Threading.Internal | |||
1021 | } | 998 | } |
1022 | } | 999 | } |
1023 | } | 1000 | } |
1024 | |||
1025 | public void Abort() | ||
1026 | { | ||
1027 | lock (this) | ||
1028 | { | ||
1029 | if(currentThread != null) | ||
1030 | currentThread.Abort(); | ||
1031 | } | ||
1032 | } | ||
1033 | } | 1001 | } |
1034 | #endregion | ||
1035 | } | 1002 | } |
diff --git a/ThirdParty/SmartThreadPool/WorkItemFactory.cs b/ThirdParty/SmartThreadPool/WorkItemFactory.cs index dfcb54f..16ccd81 100644 --- a/ThirdParty/SmartThreadPool/WorkItemFactory.cs +++ b/ThirdParty/SmartThreadPool/WorkItemFactory.cs | |||
@@ -1,148 +1,152 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
5 | 2 | ||
6 | namespace Amib.Threading.Internal | 3 | namespace Amib.Threading.Internal |
7 | { | 4 | { |
8 | #region WorkItemFactory class | 5 | #region WorkItemFactory class |
9 | 6 | ||
10 | public class WorkItemFactory | 7 | public class WorkItemFactory |
11 | { | 8 | { |
12 | /// <summary> | 9 | /// <summary> |
13 | /// Create a new work item | 10 | /// Create a new work item |
14 | /// </summary> | 11 | /// </summary> |
12 | /// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param> | ||
13 | /// <param name="wigStartInfo">Work item group start information</param> | ||
14 | /// <param name="callback">A callback to execute</param> | ||
15 | /// <returns>Returns a work item</returns> | ||
16 | public static WorkItem CreateWorkItem( | ||
17 | IWorkItemsGroup workItemsGroup, | ||
18 | WIGStartInfo wigStartInfo, | ||
19 | WorkItemCallback callback) | ||
20 | { | ||
21 | return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null); | ||
22 | } | ||
23 | |||
24 | /// <summary> | ||
25 | /// Create a new work item | ||
26 | /// </summary> | ||
27 | /// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param> | ||
15 | /// <param name="wigStartInfo">Work item group start information</param> | 28 | /// <param name="wigStartInfo">Work item group start information</param> |
16 | /// <param name="callback">A callback to execute</param> | 29 | /// <param name="callback">A callback to execute</param> |
17 | /// <returns>Returns a work item</returns> | 30 | /// <param name="workItemPriority">The priority of the work item</param> |
18 | public static WorkItem CreateWorkItem( | 31 | /// <returns>Returns a work item</returns> |
19 | IWorkItemsGroup workItemsGroup, | 32 | public static WorkItem CreateWorkItem( |
20 | WIGStartInfo wigStartInfo, | 33 | IWorkItemsGroup workItemsGroup, |
21 | WorkItemCallback callback) | 34 | WIGStartInfo wigStartInfo, |
22 | { | 35 | WorkItemCallback callback, |
23 | return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null); | 36 | WorkItemPriority workItemPriority) |
24 | } | 37 | { |
25 | 38 | return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null, workItemPriority); | |
26 | /// <summary> | 39 | } |
27 | /// Create a new work item | 40 | |
28 | /// </summary> | 41 | /// <summary> |
29 | /// <param name="wigStartInfo">Work item group start information</param> | 42 | /// Create a new work item |
30 | /// <param name="callback">A callback to execute</param> | 43 | /// </summary> |
31 | /// <param name="workItemPriority">The priority of the work item</param> | 44 | /// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param> |
32 | /// <returns>Returns a work item</returns> | ||
33 | public static WorkItem CreateWorkItem( | ||
34 | IWorkItemsGroup workItemsGroup, | ||
35 | WIGStartInfo wigStartInfo, | ||
36 | WorkItemCallback callback, | ||
37 | WorkItemPriority workItemPriority) | ||
38 | { | ||
39 | return CreateWorkItem(workItemsGroup, wigStartInfo, callback, null, workItemPriority); | ||
40 | } | ||
41 | |||
42 | /// <summary> | ||
43 | /// Create a new work item | ||
44 | /// </summary> | ||
45 | /// <param name="wigStartInfo">Work item group start information</param> | 45 | /// <param name="wigStartInfo">Work item group start information</param> |
46 | /// <param name="workItemInfo">Work item info</param> | 46 | /// <param name="workItemInfo">Work item info</param> |
47 | /// <param name="callback">A callback to execute</param> | 47 | /// <param name="callback">A callback to execute</param> |
48 | /// <returns>Returns a work item</returns> | 48 | /// <returns>Returns a work item</returns> |
49 | public static WorkItem CreateWorkItem( | 49 | public static WorkItem CreateWorkItem( |
50 | IWorkItemsGroup workItemsGroup, | 50 | IWorkItemsGroup workItemsGroup, |
51 | WIGStartInfo wigStartInfo, | 51 | WIGStartInfo wigStartInfo, |
52 | WorkItemInfo workItemInfo, | 52 | WorkItemInfo workItemInfo, |
53 | WorkItemCallback callback) | 53 | WorkItemCallback callback) |
54 | { | 54 | { |
55 | return CreateWorkItem( | 55 | return CreateWorkItem( |
56 | workItemsGroup, | 56 | workItemsGroup, |
57 | wigStartInfo, | 57 | wigStartInfo, |
58 | workItemInfo, | 58 | workItemInfo, |
59 | callback, | 59 | callback, |
60 | null); | 60 | null); |
61 | } | 61 | } |
62 | 62 | ||
63 | /// <summary> | 63 | /// <summary> |
64 | /// Create a new work item | 64 | /// Create a new work item |
65 | /// </summary> | 65 | /// </summary> |
66 | /// <param name="workItemsGroup">The WorkItemsGroup of this workitem</param> | ||
66 | /// <param name="wigStartInfo">Work item group start information</param> | 67 | /// <param name="wigStartInfo">Work item group start information</param> |
67 | /// <param name="callback">A callback to execute</param> | 68 | /// <param name="callback">A callback to execute</param> |
68 | /// <param name="state"> | 69 | /// <param name="state"> |
69 | /// The context object of the work item. Used for passing arguments to the work item. | 70 | /// The context object of the work item. Used for passing arguments to the work item. |
70 | /// </param> | 71 | /// </param> |
71 | /// <returns>Returns a work item</returns> | 72 | /// <returns>Returns a work item</returns> |
72 | public static WorkItem CreateWorkItem( | 73 | public static WorkItem CreateWorkItem( |
73 | IWorkItemsGroup workItemsGroup, | 74 | IWorkItemsGroup workItemsGroup, |
74 | WIGStartInfo wigStartInfo, | 75 | WIGStartInfo wigStartInfo, |
75 | WorkItemCallback callback, | 76 | WorkItemCallback callback, |
76 | object state) | 77 | object state) |
77 | { | 78 | { |
78 | ValidateCallback(callback); | 79 | ValidateCallback(callback); |
79 | 80 | ||
80 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 81 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
81 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 82 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; |
82 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 83 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
83 | workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback; | 84 | workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback; |
84 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; | 85 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; |
85 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 86 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; |
86 | 87 | workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority; | |
87 | WorkItem workItem = new WorkItem( | 88 | |
88 | workItemsGroup, | 89 | WorkItem workItem = new WorkItem( |
89 | workItemInfo, | 90 | workItemsGroup, |
90 | callback, | 91 | workItemInfo, |
91 | state); | 92 | callback, |
92 | return workItem; | 93 | state); |
93 | } | 94 | return workItem; |
94 | 95 | } | |
95 | /// <summary> | 96 | |
96 | /// Create a new work item | 97 | /// <summary> |
97 | /// </summary> | 98 | /// Create a new work item |
98 | /// <param name="wigStartInfo">Work item group start information</param> | 99 | /// </summary> |
99 | /// <param name="callback">A callback to execute</param> | 100 | /// <param name="workItemsGroup">The work items group</param> |
100 | /// <param name="state"> | 101 | /// <param name="wigStartInfo">Work item group start information</param> |
101 | /// The context object of the work item. Used for passing arguments to the work item. | 102 | /// <param name="callback">A callback to execute</param> |
102 | /// </param> | 103 | /// <param name="state"> |
103 | /// <param name="workItemPriority">The work item priority</param> | 104 | /// The context object of the work item. Used for passing arguments to the work item. |
104 | /// <returns>Returns a work item</returns> | 105 | /// </param> |
105 | public static WorkItem CreateWorkItem( | 106 | /// <param name="workItemPriority">The work item priority</param> |
106 | IWorkItemsGroup workItemsGroup, | 107 | /// <returns>Returns a work item</returns> |
107 | WIGStartInfo wigStartInfo, | 108 | public static WorkItem CreateWorkItem( |
108 | WorkItemCallback callback, | 109 | IWorkItemsGroup workItemsGroup, |
109 | object state, | 110 | WIGStartInfo wigStartInfo, |
110 | WorkItemPriority workItemPriority) | 111 | WorkItemCallback callback, |
111 | { | 112 | object state, |
112 | ValidateCallback(callback); | 113 | WorkItemPriority workItemPriority) |
113 | 114 | { | |
114 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 115 | ValidateCallback(callback); |
115 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 116 | |
116 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 117 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
117 | workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback; | 118 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; |
118 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; | 119 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
119 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 120 | workItemInfo.PostExecuteWorkItemCallback = wigStartInfo.PostExecuteWorkItemCallback; |
120 | workItemInfo.WorkItemPriority = workItemPriority; | 121 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; |
121 | 122 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | |
122 | WorkItem workItem = new WorkItem( | 123 | workItemInfo.WorkItemPriority = workItemPriority; |
123 | workItemsGroup, | 124 | |
124 | workItemInfo, | 125 | WorkItem workItem = new WorkItem( |
125 | callback, | 126 | workItemsGroup, |
126 | state); | 127 | workItemInfo, |
127 | 128 | callback, | |
128 | return workItem; | 129 | state); |
129 | } | 130 | |
130 | 131 | return workItem; | |
131 | /// <summary> | 132 | } |
132 | /// Create a new work item | 133 | |
133 | /// </summary> | 134 | /// <summary> |
134 | /// <param name="wigStartInfo">Work item group start information</param> | 135 | /// Create a new work item |
135 | /// <param name="workItemInfo">Work item information</param> | 136 | /// </summary> |
136 | /// <param name="callback">A callback to execute</param> | 137 | /// <param name="workItemsGroup">The work items group</param> |
137 | /// <param name="state"> | 138 | /// <param name="wigStartInfo">Work item group start information</param> |
138 | /// The context object of the work item. Used for passing arguments to the work item. | 139 | /// <param name="workItemInfo">Work item information</param> |
139 | /// </param> | 140 | /// <param name="callback">A callback to execute</param> |
140 | /// <returns>Returns a work item</returns> | 141 | /// <param name="state"> |
142 | /// The context object of the work item. Used for passing arguments to the work item. | ||
143 | /// </param> | ||
144 | /// <returns>Returns a work item</returns> | ||
141 | public static WorkItem CreateWorkItem( | 145 | public static WorkItem CreateWorkItem( |
142 | IWorkItemsGroup workItemsGroup, | 146 | IWorkItemsGroup workItemsGroup, |
143 | WIGStartInfo wigStartInfo, | 147 | WIGStartInfo wigStartInfo, |
144 | WorkItemInfo workItemInfo, | 148 | WorkItemInfo workItemInfo, |
145 | WorkItemCallback callback, | 149 | WorkItemCallback callback, |
146 | object state) | 150 | object state) |
147 | { | 151 | { |
148 | ValidateCallback(callback); | 152 | ValidateCallback(callback); |
@@ -151,183 +155,189 @@ namespace Amib.Threading.Internal | |||
151 | WorkItem workItem = new WorkItem( | 155 | WorkItem workItem = new WorkItem( |
152 | workItemsGroup, | 156 | workItemsGroup, |
153 | new WorkItemInfo(workItemInfo), | 157 | new WorkItemInfo(workItemInfo), |
154 | callback, | 158 | callback, |
155 | state); | 159 | state); |
156 | 160 | ||
157 | return workItem; | 161 | return workItem; |
158 | } | 162 | } |
159 | 163 | ||
160 | /// <summary> | 164 | /// <summary> |
161 | /// Create a new work item | 165 | /// Create a new work item |
162 | /// </summary> | 166 | /// </summary> |
163 | /// <param name="wigStartInfo">Work item group start information</param> | 167 | /// <param name="workItemsGroup">The work items group</param> |
164 | /// <param name="callback">A callback to execute</param> | 168 | /// <param name="wigStartInfo">Work item group start information</param> |
165 | /// <param name="state"> | 169 | /// <param name="callback">A callback to execute</param> |
166 | /// The context object of the work item. Used for passing arguments to the work item. | 170 | /// <param name="state"> |
167 | /// </param> | 171 | /// The context object of the work item. Used for passing arguments to the work item. |
168 | /// <param name="postExecuteWorkItemCallback"> | 172 | /// </param> |
169 | /// A delegate to call after the callback completion | 173 | /// <param name="postExecuteWorkItemCallback"> |
170 | /// </param> | 174 | /// A delegate to call after the callback completion |
171 | /// <returns>Returns a work item</returns> | 175 | /// </param> |
172 | public static WorkItem CreateWorkItem( | 176 | /// <returns>Returns a work item</returns> |
173 | IWorkItemsGroup workItemsGroup, | 177 | public static WorkItem CreateWorkItem( |
174 | WIGStartInfo wigStartInfo, | 178 | IWorkItemsGroup workItemsGroup, |
175 | WorkItemCallback callback, | 179 | WIGStartInfo wigStartInfo, |
176 | object state, | 180 | WorkItemCallback callback, |
177 | PostExecuteWorkItemCallback postExecuteWorkItemCallback) | 181 | object state, |
178 | { | 182 | PostExecuteWorkItemCallback postExecuteWorkItemCallback) |
179 | ValidateCallback(callback); | 183 | { |
180 | ValidateCallback(postExecuteWorkItemCallback); | 184 | ValidateCallback(callback); |
181 | 185 | ValidateCallback(postExecuteWorkItemCallback); | |
182 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 186 | |
183 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 187 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
184 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 188 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; |
185 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; | 189 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
186 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; | 190 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; |
187 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 191 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; |
188 | 192 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | |
189 | WorkItem workItem = new WorkItem( | 193 | workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority; |
190 | workItemsGroup, | 194 | |
191 | workItemInfo, | 195 | WorkItem workItem = new WorkItem( |
192 | callback, | 196 | workItemsGroup, |
193 | state); | 197 | workItemInfo, |
194 | 198 | callback, | |
195 | return workItem; | 199 | state); |
196 | } | 200 | |
197 | 201 | return workItem; | |
198 | /// <summary> | 202 | } |
199 | /// Create a new work item | 203 | |
200 | /// </summary> | 204 | /// <summary> |
201 | /// <param name="wigStartInfo">Work item group start information</param> | 205 | /// Create a new work item |
202 | /// <param name="callback">A callback to execute</param> | 206 | /// </summary> |
203 | /// <param name="state"> | 207 | /// <param name="workItemsGroup">The work items group</param> |
204 | /// The context object of the work item. Used for passing arguments to the work item. | 208 | /// <param name="wigStartInfo">Work item group start information</param> |
205 | /// </param> | 209 | /// <param name="callback">A callback to execute</param> |
206 | /// <param name="postExecuteWorkItemCallback"> | 210 | /// <param name="state"> |
207 | /// A delegate to call after the callback completion | 211 | /// The context object of the work item. Used for passing arguments to the work item. |
208 | /// </param> | 212 | /// </param> |
209 | /// <param name="workItemPriority">The work item priority</param> | 213 | /// <param name="postExecuteWorkItemCallback"> |
210 | /// <returns>Returns a work item</returns> | 214 | /// A delegate to call after the callback completion |
211 | public static WorkItem CreateWorkItem( | 215 | /// </param> |
212 | IWorkItemsGroup workItemsGroup, | 216 | /// <param name="workItemPriority">The work item priority</param> |
213 | WIGStartInfo wigStartInfo, | 217 | /// <returns>Returns a work item</returns> |
214 | WorkItemCallback callback, | 218 | public static WorkItem CreateWorkItem( |
215 | object state, | 219 | IWorkItemsGroup workItemsGroup, |
216 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | 220 | WIGStartInfo wigStartInfo, |
217 | WorkItemPriority workItemPriority) | 221 | WorkItemCallback callback, |
218 | { | 222 | object state, |
219 | ValidateCallback(callback); | 223 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, |
220 | ValidateCallback(postExecuteWorkItemCallback); | 224 | WorkItemPriority workItemPriority) |
221 | 225 | { | |
222 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 226 | ValidateCallback(callback); |
223 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 227 | ValidateCallback(postExecuteWorkItemCallback); |
224 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 228 | |
225 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; | 229 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
226 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; | 230 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; |
227 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 231 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
228 | workItemInfo.WorkItemPriority = workItemPriority; | 232 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; |
229 | 233 | workItemInfo.CallToPostExecute = wigStartInfo.CallToPostExecute; | |
230 | WorkItem workItem = new WorkItem( | 234 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; |
231 | workItemsGroup, | 235 | workItemInfo.WorkItemPriority = workItemPriority; |
232 | workItemInfo, | 236 | |
233 | callback, | 237 | WorkItem workItem = new WorkItem( |
234 | state); | 238 | workItemsGroup, |
235 | 239 | workItemInfo, | |
236 | return workItem; | 240 | callback, |
237 | } | 241 | state); |
238 | 242 | ||
239 | /// <summary> | 243 | return workItem; |
240 | /// Create a new work item | 244 | } |
241 | /// </summary> | 245 | |
242 | /// <param name="wigStartInfo">Work item group start information</param> | 246 | /// <summary> |
243 | /// <param name="callback">A callback to execute</param> | 247 | /// Create a new work item |
244 | /// <param name="state"> | 248 | /// </summary> |
245 | /// The context object of the work item. Used for passing arguments to the work item. | 249 | /// <param name="workItemsGroup">The work items group</param> |
246 | /// </param> | 250 | /// <param name="wigStartInfo">Work item group start information</param> |
247 | /// <param name="postExecuteWorkItemCallback"> | 251 | /// <param name="callback">A callback to execute</param> |
248 | /// A delegate to call after the callback completion | 252 | /// <param name="state"> |
249 | /// </param> | 253 | /// The context object of the work item. Used for passing arguments to the work item. |
250 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | 254 | /// </param> |
251 | /// <returns>Returns a work item</returns> | 255 | /// <param name="postExecuteWorkItemCallback"> |
252 | public static WorkItem CreateWorkItem( | 256 | /// A delegate to call after the callback completion |
253 | IWorkItemsGroup workItemsGroup, | 257 | /// </param> |
254 | WIGStartInfo wigStartInfo, | 258 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> |
255 | WorkItemCallback callback, | 259 | /// <returns>Returns a work item</returns> |
256 | object state, | 260 | public static WorkItem CreateWorkItem( |
257 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | 261 | IWorkItemsGroup workItemsGroup, |
258 | CallToPostExecute callToPostExecute) | 262 | WIGStartInfo wigStartInfo, |
259 | { | 263 | WorkItemCallback callback, |
260 | ValidateCallback(callback); | 264 | object state, |
261 | ValidateCallback(postExecuteWorkItemCallback); | 265 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, |
262 | 266 | CallToPostExecute callToPostExecute) | |
263 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 267 | { |
264 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 268 | ValidateCallback(callback); |
265 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 269 | ValidateCallback(postExecuteWorkItemCallback); |
266 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; | 270 | |
267 | workItemInfo.CallToPostExecute = callToPostExecute; | 271 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
268 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 272 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; |
269 | 273 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | |
270 | WorkItem workItem = new WorkItem( | 274 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; |
271 | workItemsGroup, | 275 | workItemInfo.CallToPostExecute = callToPostExecute; |
272 | workItemInfo, | 276 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; |
273 | callback, | 277 | workItemInfo.WorkItemPriority = wigStartInfo.WorkItemPriority; |
274 | state); | 278 | |
275 | 279 | WorkItem workItem = new WorkItem( | |
276 | return workItem; | 280 | workItemsGroup, |
277 | } | 281 | workItemInfo, |
278 | 282 | callback, | |
279 | /// <summary> | 283 | state); |
280 | /// Create a new work item | 284 | |
281 | /// </summary> | 285 | return workItem; |
282 | /// <param name="wigStartInfo">Work item group start information</param> | 286 | } |
283 | /// <param name="callback">A callback to execute</param> | 287 | |
284 | /// <param name="state"> | 288 | /// <summary> |
285 | /// The context object of the work item. Used for passing arguments to the work item. | 289 | /// Create a new work item |
286 | /// </param> | 290 | /// </summary> |
287 | /// <param name="postExecuteWorkItemCallback"> | 291 | /// <param name="workItemsGroup">The work items group</param> |
288 | /// A delegate to call after the callback completion | 292 | /// <param name="wigStartInfo">Work item group start information</param> |
289 | /// </param> | 293 | /// <param name="callback">A callback to execute</param> |
290 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | 294 | /// <param name="state"> |
291 | /// <param name="workItemPriority">The work item priority</param> | 295 | /// The context object of the work item. Used for passing arguments to the work item. |
292 | /// <returns>Returns a work item</returns> | 296 | /// </param> |
293 | public static WorkItem CreateWorkItem( | 297 | /// <param name="postExecuteWorkItemCallback"> |
294 | IWorkItemsGroup workItemsGroup, | 298 | /// A delegate to call after the callback completion |
295 | WIGStartInfo wigStartInfo, | 299 | /// </param> |
296 | WorkItemCallback callback, | 300 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> |
297 | object state, | 301 | /// <param name="workItemPriority">The work item priority</param> |
298 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | 302 | /// <returns>Returns a work item</returns> |
299 | CallToPostExecute callToPostExecute, | 303 | public static WorkItem CreateWorkItem( |
300 | WorkItemPriority workItemPriority) | 304 | IWorkItemsGroup workItemsGroup, |
301 | { | 305 | WIGStartInfo wigStartInfo, |
302 | 306 | WorkItemCallback callback, | |
303 | ValidateCallback(callback); | 307 | object state, |
304 | ValidateCallback(postExecuteWorkItemCallback); | 308 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, |
305 | 309 | CallToPostExecute callToPostExecute, | |
306 | WorkItemInfo workItemInfo = new WorkItemInfo(); | 310 | WorkItemPriority workItemPriority) |
307 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | 311 | { |
308 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; | 312 | |
309 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; | 313 | ValidateCallback(callback); |
310 | workItemInfo.CallToPostExecute = callToPostExecute; | 314 | ValidateCallback(postExecuteWorkItemCallback); |
311 | workItemInfo.WorkItemPriority = workItemPriority; | 315 | |
312 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; | 316 | WorkItemInfo workItemInfo = new WorkItemInfo(); |
313 | 317 | workItemInfo.UseCallerCallContext = wigStartInfo.UseCallerCallContext; | |
314 | WorkItem workItem = new WorkItem( | 318 | workItemInfo.UseCallerHttpContext = wigStartInfo.UseCallerHttpContext; |
315 | workItemsGroup, | 319 | workItemInfo.PostExecuteWorkItemCallback = postExecuteWorkItemCallback; |
316 | workItemInfo, | 320 | workItemInfo.CallToPostExecute = callToPostExecute; |
317 | callback, | 321 | workItemInfo.WorkItemPriority = workItemPriority; |
318 | state); | 322 | workItemInfo.DisposeOfStateObjects = wigStartInfo.DisposeOfStateObjects; |
319 | 323 | ||
320 | return workItem; | 324 | WorkItem workItem = new WorkItem( |
321 | } | 325 | workItemsGroup, |
322 | 326 | workItemInfo, | |
323 | private static void ValidateCallback(Delegate callback) | 327 | callback, |
324 | { | 328 | state); |
325 | if(callback.GetInvocationList().Length > 1) | 329 | |
326 | { | 330 | return workItem; |
327 | throw new NotSupportedException("SmartThreadPool doesn't support delegates chains"); | 331 | } |
328 | } | 332 | |
329 | } | 333 | private static void ValidateCallback(Delegate callback) |
330 | } | 334 | { |
331 | 335 | if (callback != null && callback.GetInvocationList().Length > 1) | |
332 | #endregion | 336 | { |
337 | throw new NotSupportedException("SmartThreadPool doesn't support delegates chains"); | ||
338 | } | ||
339 | } | ||
340 | } | ||
341 | |||
342 | #endregion | ||
333 | } | 343 | } |
diff --git a/ThirdParty/SmartThreadPool/WorkItemInfo.cs b/ThirdParty/SmartThreadPool/WorkItemInfo.cs index c259339..0d7fc85 100644 --- a/ThirdParty/SmartThreadPool/WorkItemInfo.cs +++ b/ThirdParty/SmartThreadPool/WorkItemInfo.cs | |||
@@ -1,102 +1,69 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | namespace Amib.Threading | 1 | namespace Amib.Threading |
5 | { | 2 | { |
6 | #region WorkItemInfo class | 3 | #region WorkItemInfo class |
7 | |||
8 | /// <summary> | ||
9 | /// Summary description for WorkItemInfo. | ||
10 | /// </summary> | ||
11 | public class WorkItemInfo | ||
12 | { | ||
13 | /// <summary> | ||
14 | /// Use the caller's security context | ||
15 | /// </summary> | ||
16 | private bool _useCallerCallContext; | ||
17 | |||
18 | /// <summary> | ||
19 | /// Use the caller's security context | ||
20 | /// </summary> | ||
21 | private bool _useCallerHttpContext; | ||
22 | |||
23 | /// <summary> | ||
24 | /// Dispose of the state object of a work item | ||
25 | /// </summary> | ||
26 | private bool _disposeOfStateObjects; | ||
27 | |||
28 | /// <summary> | ||
29 | /// The option to run the post execute | ||
30 | /// </summary> | ||
31 | private CallToPostExecute _callToPostExecute; | ||
32 | 4 | ||
33 | /// <summary> | 5 | /// <summary> |
34 | /// A post execute callback to call when none is provided in | 6 | /// Summary description for WorkItemInfo. |
35 | /// the QueueWorkItem method. | 7 | /// </summary> |
36 | /// </summary> | 8 | public class WorkItemInfo |
37 | private PostExecuteWorkItemCallback _postExecuteWorkItemCallback; | 9 | { |
38 | 10 | public WorkItemInfo() | |
39 | /// <summary> | 11 | { |
40 | /// The priority of the work item | 12 | UseCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext; |
41 | /// </summary> | 13 | UseCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext; |
42 | private WorkItemPriority _workItemPriority; | 14 | DisposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects; |
15 | CallToPostExecute = SmartThreadPool.DefaultCallToPostExecute; | ||
16 | PostExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback; | ||
17 | WorkItemPriority = SmartThreadPool.DefaultWorkItemPriority; | ||
18 | } | ||
43 | 19 | ||
44 | public WorkItemInfo() | 20 | public WorkItemInfo(WorkItemInfo workItemInfo) |
45 | { | 21 | { |
46 | _useCallerCallContext = SmartThreadPool.DefaultUseCallerCallContext; | 22 | UseCallerCallContext = workItemInfo.UseCallerCallContext; |
47 | _useCallerHttpContext = SmartThreadPool.DefaultUseCallerHttpContext; | 23 | UseCallerHttpContext = workItemInfo.UseCallerHttpContext; |
48 | _disposeOfStateObjects = SmartThreadPool.DefaultDisposeOfStateObjects; | 24 | DisposeOfStateObjects = workItemInfo.DisposeOfStateObjects; |
49 | _callToPostExecute = SmartThreadPool.DefaultCallToPostExecute; | 25 | CallToPostExecute = workItemInfo.CallToPostExecute; |
50 | _postExecuteWorkItemCallback = SmartThreadPool.DefaultPostExecuteWorkItemCallback; | 26 | PostExecuteWorkItemCallback = workItemInfo.PostExecuteWorkItemCallback; |
51 | _workItemPriority = SmartThreadPool.DefaultWorkItemPriority; | 27 | WorkItemPriority = workItemInfo.WorkItemPriority; |
52 | } | 28 | Timeout = workItemInfo.Timeout; |
29 | } | ||
53 | 30 | ||
54 | public WorkItemInfo(WorkItemInfo workItemInfo) | 31 | /// <summary> |
55 | { | 32 | /// Get/Set if to use the caller's security context |
56 | _useCallerCallContext = workItemInfo._useCallerCallContext; | 33 | /// </summary> |
57 | _useCallerHttpContext = workItemInfo._useCallerHttpContext; | 34 | public bool UseCallerCallContext { get; set; } |
58 | _disposeOfStateObjects = workItemInfo._disposeOfStateObjects; | ||
59 | _callToPostExecute = workItemInfo._callToPostExecute; | ||
60 | _postExecuteWorkItemCallback = workItemInfo._postExecuteWorkItemCallback; | ||
61 | _workItemPriority = workItemInfo._workItemPriority; | ||
62 | } | ||
63 | 35 | ||
64 | public bool UseCallerCallContext | 36 | /// <summary> |
65 | { | 37 | /// Get/Set if to use the caller's HTTP context |
66 | get { return _useCallerCallContext; } | 38 | /// </summary> |
67 | set { _useCallerCallContext = value; } | 39 | public bool UseCallerHttpContext { get; set; } |
68 | } | ||
69 | 40 | ||
70 | public bool UseCallerHttpContext | 41 | /// <summary> |
71 | { | 42 | /// Get/Set if to dispose of the state object of a work item |
72 | get { return _useCallerHttpContext; } | 43 | /// </summary> |
73 | set { _useCallerHttpContext = value; } | 44 | public bool DisposeOfStateObjects { get; set; } |
74 | } | ||
75 | 45 | ||
76 | public bool DisposeOfStateObjects | 46 | /// <summary> |
77 | { | 47 | /// Get/Set the run the post execute options |
78 | get { return _disposeOfStateObjects; } | 48 | /// </summary> |
79 | set { _disposeOfStateObjects = value; } | 49 | public CallToPostExecute CallToPostExecute { get; set; } |
80 | } | ||
81 | 50 | ||
82 | public CallToPostExecute CallToPostExecute | 51 | /// <summary> |
83 | { | 52 | /// Get/Set the post execute callback |
84 | get { return _callToPostExecute; } | 53 | /// </summary> |
85 | set { _callToPostExecute = value; } | 54 | public PostExecuteWorkItemCallback PostExecuteWorkItemCallback { get; set; } |
86 | } | ||
87 | 55 | ||
88 | public PostExecuteWorkItemCallback PostExecuteWorkItemCallback | 56 | /// <summary> |
89 | { | 57 | /// Get/Set the work item's priority |
90 | get { return _postExecuteWorkItemCallback; } | 58 | /// </summary> |
91 | set { _postExecuteWorkItemCallback = value; } | 59 | public WorkItemPriority WorkItemPriority { get; set; } |
92 | } | ||
93 | 60 | ||
94 | public WorkItemPriority WorkItemPriority | 61 | /// <summary> |
95 | { | 62 | /// Get/Set the work item's timout in milliseconds. |
96 | get { return _workItemPriority; } | 63 | /// This is a passive timout. When the timout expires the work item won't be actively aborted! |
97 | set { _workItemPriority = value; } | 64 | /// </summary> |
98 | } | 65 | public long Timeout { get; set; } |
99 | } | 66 | } |
100 | 67 | ||
101 | #endregion | 68 | #endregion |
102 | } | 69 | } |
diff --git a/ThirdParty/SmartThreadPool/WorkItemResultTWrapper.cs b/ThirdParty/SmartThreadPool/WorkItemResultTWrapper.cs new file mode 100644 index 0000000..d1eff95 --- /dev/null +++ b/ThirdParty/SmartThreadPool/WorkItemResultTWrapper.cs | |||
@@ -0,0 +1,128 @@ | |||
1 | using System; | ||
2 | using System.Threading; | ||
3 | |||
4 | namespace Amib.Threading.Internal | ||
5 | { | ||
6 | #region WorkItemResultTWrapper class | ||
7 | |||
8 | internal class WorkItemResultTWrapper<TResult> : IWorkItemResult<TResult>, IInternalWaitableResult | ||
9 | { | ||
10 | private readonly IWorkItemResult _workItemResult; | ||
11 | |||
12 | public WorkItemResultTWrapper(IWorkItemResult workItemResult) | ||
13 | { | ||
14 | _workItemResult = workItemResult; | ||
15 | } | ||
16 | |||
17 | #region IWorkItemResult<TResult> Members | ||
18 | |||
19 | public TResult GetResult() | ||
20 | { | ||
21 | return (TResult)_workItemResult.GetResult(); | ||
22 | } | ||
23 | |||
24 | public TResult GetResult(int millisecondsTimeout, bool exitContext) | ||
25 | { | ||
26 | return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext); | ||
27 | } | ||
28 | |||
29 | public TResult GetResult(TimeSpan timeout, bool exitContext) | ||
30 | { | ||
31 | return (TResult)_workItemResult.GetResult(timeout, exitContext); | ||
32 | } | ||
33 | |||
34 | public TResult GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
35 | { | ||
36 | return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle); | ||
37 | } | ||
38 | |||
39 | public TResult GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle) | ||
40 | { | ||
41 | return (TResult)_workItemResult.GetResult(timeout, exitContext, cancelWaitHandle); | ||
42 | } | ||
43 | |||
44 | public TResult GetResult(out Exception e) | ||
45 | { | ||
46 | return (TResult)_workItemResult.GetResult(out e); | ||
47 | } | ||
48 | |||
49 | public TResult GetResult(int millisecondsTimeout, bool exitContext, out Exception e) | ||
50 | { | ||
51 | return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, out e); | ||
52 | } | ||
53 | |||
54 | public TResult GetResult(TimeSpan timeout, bool exitContext, out Exception e) | ||
55 | { | ||
56 | return (TResult)_workItemResult.GetResult(timeout, exitContext, out e); | ||
57 | } | ||
58 | |||
59 | public TResult GetResult(int millisecondsTimeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
60 | { | ||
61 | return (TResult)_workItemResult.GetResult(millisecondsTimeout, exitContext, cancelWaitHandle, out e); | ||
62 | } | ||
63 | |||
64 | public TResult GetResult(TimeSpan timeout, bool exitContext, WaitHandle cancelWaitHandle, out Exception e) | ||
65 | { | ||
66 | return (TResult)_workItemResult.GetResult(timeout, exitContext, cancelWaitHandle, out e); | ||
67 | } | ||
68 | |||
69 | public bool IsCompleted | ||
70 | { | ||
71 | get { return _workItemResult.IsCompleted; } | ||
72 | } | ||
73 | |||
74 | public bool IsCanceled | ||
75 | { | ||
76 | get { return _workItemResult.IsCanceled; } | ||
77 | } | ||
78 | |||
79 | public object State | ||
80 | { | ||
81 | get { return _workItemResult.State; } | ||
82 | } | ||
83 | |||
84 | public bool Cancel() | ||
85 | { | ||
86 | return _workItemResult.Cancel(); | ||
87 | } | ||
88 | |||
89 | public bool Cancel(bool abortExecution) | ||
90 | { | ||
91 | return _workItemResult.Cancel(abortExecution); | ||
92 | } | ||
93 | |||
94 | public WorkItemPriority WorkItemPriority | ||
95 | { | ||
96 | get { return _workItemResult.WorkItemPriority; } | ||
97 | } | ||
98 | |||
99 | public TResult Result | ||
100 | { | ||
101 | get { return (TResult)_workItemResult.Result; } | ||
102 | } | ||
103 | |||
104 | public object Exception | ||
105 | { | ||
106 | get { return (TResult)_workItemResult.Exception; } | ||
107 | } | ||
108 | |||
109 | #region IInternalWorkItemResult Members | ||
110 | |||
111 | public IWorkItemResult GetWorkItemResult() | ||
112 | { | ||
113 | return _workItemResult.GetWorkItemResult(); | ||
114 | } | ||
115 | |||
116 | public IWorkItemResult<TRes> GetWorkItemResultT<TRes>() | ||
117 | { | ||
118 | return (IWorkItemResult<TRes>)this; | ||
119 | } | ||
120 | |||
121 | #endregion | ||
122 | |||
123 | #endregion | ||
124 | } | ||
125 | |||
126 | #endregion | ||
127 | |||
128 | } | ||
diff --git a/ThirdParty/SmartThreadPool/WorkItemsGroup.cs b/ThirdParty/SmartThreadPool/WorkItemsGroup.cs index 01ac8dd..d9d34ac 100644 --- a/ThirdParty/SmartThreadPool/WorkItemsGroup.cs +++ b/ThirdParty/SmartThreadPool/WorkItemsGroup.cs | |||
@@ -1,6 +1,3 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
5 | using System.Threading; | 2 | using System.Threading; |
6 | using System.Runtime.CompilerServices; | 3 | using System.Runtime.CompilerServices; |
@@ -8,505 +5,357 @@ using System.Diagnostics; | |||
8 | 5 | ||
9 | namespace Amib.Threading.Internal | 6 | namespace Amib.Threading.Internal |
10 | { | 7 | { |
11 | #region WorkItemsGroup class | ||
12 | |||
13 | /// <summary> | ||
14 | /// Summary description for WorkItemsGroup. | ||
15 | /// </summary> | ||
16 | public class WorkItemsGroup : IWorkItemsGroup | ||
17 | { | ||
18 | #region Private members | ||
19 | |||
20 | private object _lock = new object(); | ||
21 | /// <summary> | ||
22 | /// Contains the name of this instance of SmartThreadPool. | ||
23 | /// Can be changed by the user. | ||
24 | /// </summary> | ||
25 | private string _name = "WorkItemsGroup"; | ||
26 | |||
27 | /// <summary> | ||
28 | /// A reference to the SmartThreadPool instance that created this | ||
29 | /// WorkItemsGroup. | ||
30 | /// </summary> | ||
31 | private SmartThreadPool _stp; | ||
32 | |||
33 | /// <summary> | ||
34 | /// The OnIdle event | ||
35 | /// </summary> | ||
36 | private event WorkItemsGroupIdleHandler _onIdle; | ||
37 | 8 | ||
38 | /// <summary> | 9 | #region WorkItemsGroup class |
39 | /// Defines how many work items of this WorkItemsGroup can run at once. | ||
40 | /// </summary> | ||
41 | private int _concurrency; | ||
42 | 10 | ||
43 | /// <summary> | 11 | /// <summary> |
44 | /// Priority queue to hold work items before they are passed | 12 | /// Summary description for WorkItemsGroup. |
45 | /// to the SmartThreadPool. | 13 | /// </summary> |
46 | /// </summary> | 14 | public class WorkItemsGroup : WorkItemsGroupBase |
47 | private PriorityQueue _workItemsQueue; | 15 | { |
16 | #region Private members | ||
48 | 17 | ||
49 | /// <summary> | 18 | private readonly object _lock = new object(); |
50 | /// Indicate how many work items are waiting in the SmartThreadPool | ||
51 | /// queue. | ||
52 | /// This value is used to apply the concurrency. | ||
53 | /// </summary> | ||
54 | private int _workItemsInStpQueue; | ||
55 | 19 | ||
56 | /// <summary> | 20 | /// <summary> |
57 | /// Indicate how many work items are currently running in the SmartThreadPool. | 21 | /// A reference to the SmartThreadPool instance that created this |
58 | /// This value is used with the Cancel, to calculate if we can send new | 22 | /// WorkItemsGroup. |
59 | /// work items to the STP. | 23 | /// </summary> |
60 | /// </summary> | 24 | private readonly SmartThreadPool _stp; |
61 | private int _workItemsExecutingInStp = 0; | ||
62 | 25 | ||
63 | /// <summary> | 26 | /// <summary> |
64 | /// WorkItemsGroup start information | 27 | /// The OnIdle event |
65 | /// </summary> | 28 | /// </summary> |
66 | private WIGStartInfo _workItemsGroupStartInfo; | 29 | private event WorkItemsGroupIdleHandler _onIdle; |
67 | 30 | ||
68 | /// <summary> | 31 | /// <summary> |
69 | /// Signaled when all of the WorkItemsGroup's work item completed. | 32 | /// A flag to indicate if the Work Items Group is now suspended. |
70 | /// </summary> | 33 | /// </summary> |
71 | private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true); | 34 | private bool _isSuspended; |
72 | 35 | ||
73 | /// <summary> | 36 | /// <summary> |
74 | /// A common object for all the work items that this work items group | 37 | /// Defines how many work items of this WorkItemsGroup can run at once. |
75 | /// generate so we can mark them to cancel in O(1) | 38 | /// </summary> |
76 | /// </summary> | 39 | private int _concurrency; |
77 | private CanceledWorkItemsGroup _canceledWorkItemsGroup = new CanceledWorkItemsGroup(); | 40 | |
78 | 41 | /// <summary> | |
79 | #endregion | 42 | /// Priority queue to hold work items before they are passed |
80 | 43 | /// to the SmartThreadPool. | |
81 | #region Construction | 44 | /// </summary> |
82 | 45 | private readonly PriorityQueue _workItemsQueue; | |
83 | public WorkItemsGroup( | 46 | |
84 | SmartThreadPool stp, | 47 | /// <summary> |
85 | int concurrency, | 48 | /// Indicate how many work items are waiting in the SmartThreadPool |
86 | WIGStartInfo wigStartInfo) | 49 | /// queue. |
50 | /// This value is used to apply the concurrency. | ||
51 | /// </summary> | ||
52 | private int _workItemsInStpQueue; | ||
53 | |||
54 | /// <summary> | ||
55 | /// Indicate how many work items are currently running in the SmartThreadPool. | ||
56 | /// This value is used with the Cancel, to calculate if we can send new | ||
57 | /// work items to the STP. | ||
58 | /// </summary> | ||
59 | private int _workItemsExecutingInStp = 0; | ||
60 | |||
61 | /// <summary> | ||
62 | /// WorkItemsGroup start information | ||
63 | /// </summary> | ||
64 | private readonly WIGStartInfo _workItemsGroupStartInfo; | ||
65 | |||
66 | /// <summary> | ||
67 | /// Signaled when all of the WorkItemsGroup's work item completed. | ||
68 | /// </summary> | ||
69 | //private readonly ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true); | ||
70 | private readonly ManualResetEvent _isIdleWaitHandle = EventWaitHandleFactory.CreateManualResetEvent(true); | ||
71 | |||
72 | /// <summary> | ||
73 | /// A common object for all the work items that this work items group | ||
74 | /// generate so we can mark them to cancel in O(1) | ||
75 | /// </summary> | ||
76 | private CanceledWorkItemsGroup _canceledWorkItemsGroup = new CanceledWorkItemsGroup(); | ||
77 | |||
78 | #endregion | ||
79 | |||
80 | #region Construction | ||
81 | |||
82 | public WorkItemsGroup( | ||
83 | SmartThreadPool stp, | ||
84 | int concurrency, | ||
85 | WIGStartInfo wigStartInfo) | ||
86 | { | ||
87 | if (concurrency <= 0) | ||
88 | { | ||
89 | throw new ArgumentOutOfRangeException( | ||
90 | "concurrency", | ||
91 | #if !(_WINDOWS_CE) && !(_SILVERLIGHT) && !(WINDOWS_PHONE) | ||
92 | concurrency, | ||
93 | #endif | ||
94 | "concurrency must be greater than zero"); | ||
95 | } | ||
96 | _stp = stp; | ||
97 | _concurrency = concurrency; | ||
98 | _workItemsGroupStartInfo = new WIGStartInfo(wigStartInfo).AsReadOnly(); | ||
99 | _workItemsQueue = new PriorityQueue(); | ||
100 | Name = "WorkItemsGroup"; | ||
101 | |||
102 | // The _workItemsInStpQueue gets the number of currently executing work items, | ||
103 | // because once a work item is executing, it cannot be cancelled. | ||
104 | _workItemsInStpQueue = _workItemsExecutingInStp; | ||
105 | |||
106 | _isSuspended = _workItemsGroupStartInfo.StartSuspended; | ||
107 | } | ||
108 | |||
109 | #endregion | ||
110 | |||
111 | #region WorkItemsGroupBase Overrides | ||
112 | |||
113 | public override int Concurrency | ||
87 | { | 114 | { |
88 | if (concurrency <= 0) | 115 | get { return _concurrency; } |
89 | { | ||
90 | throw new ArgumentOutOfRangeException("concurrency", concurrency, "concurrency must be greater than zero"); | ||
91 | } | ||
92 | _stp = stp; | ||
93 | _concurrency = concurrency; | ||
94 | _workItemsGroupStartInfo = new WIGStartInfo(wigStartInfo); | ||
95 | _workItemsQueue = new PriorityQueue(); | ||
96 | |||
97 | // The _workItemsInStpQueue gets the number of currently executing work items, | ||
98 | // because once a work item is executing, it cannot be cancelled. | ||
99 | _workItemsInStpQueue = _workItemsExecutingInStp; | ||
100 | } | ||
101 | |||
102 | #endregion | ||
103 | |||
104 | #region IWorkItemsGroup implementation | ||
105 | |||
106 | /// <summary> | ||
107 | /// Get/Set the name of the SmartThreadPool instance | ||
108 | /// </summary> | ||
109 | public string Name | ||
110 | { | ||
111 | get | ||
112 | { | ||
113 | return _name; | ||
114 | } | ||
115 | |||
116 | set | 116 | set |
117 | { | 117 | { |
118 | _name = value; | 118 | Debug.Assert(value > 0); |
119 | } | ||
120 | } | ||
121 | |||
122 | /// <summary> | ||
123 | /// Queue a work item | ||
124 | /// </summary> | ||
125 | /// <param name="callback">A callback to execute</param> | ||
126 | /// <returns>Returns a work item result</returns> | ||
127 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback) | ||
128 | { | ||
129 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback); | ||
130 | EnqueueToSTPNextWorkItem(workItem); | ||
131 | return workItem.GetWorkItemResult(); | ||
132 | } | ||
133 | 119 | ||
134 | /// <summary> | 120 | int diff = value - _concurrency; |
135 | /// Queue a work item | 121 | _concurrency = value; |
136 | /// </summary> | 122 | if (diff > 0) |
137 | /// <param name="callback">A callback to execute</param> | 123 | { |
138 | /// <param name="workItemPriority">The priority of the work item</param> | 124 | EnqueueToSTPNextNWorkItem(diff); |
139 | /// <returns>Returns a work item result</returns> | 125 | } |
140 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority) | 126 | } |
141 | { | ||
142 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, workItemPriority); | ||
143 | EnqueueToSTPNextWorkItem(workItem); | ||
144 | return workItem.GetWorkItemResult(); | ||
145 | } | ||
146 | |||
147 | /// <summary> | ||
148 | /// Queue a work item | ||
149 | /// </summary> | ||
150 | /// <param name="workItemInfo">Work item info</param> | ||
151 | /// <param name="callback">A callback to execute</param> | ||
152 | /// <returns>Returns a work item result</returns> | ||
153 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback) | ||
154 | { | ||
155 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback); | ||
156 | EnqueueToSTPNextWorkItem(workItem); | ||
157 | return workItem.GetWorkItemResult(); | ||
158 | } | ||
159 | |||
160 | /// <summary> | ||
161 | /// Queue a work item | ||
162 | /// </summary> | ||
163 | /// <param name="callback">A callback to execute</param> | ||
164 | /// <param name="state"> | ||
165 | /// The context object of the work item. Used for passing arguments to the work item. | ||
166 | /// </param> | ||
167 | /// <returns>Returns a work item result</returns> | ||
168 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state) | ||
169 | { | ||
170 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state); | ||
171 | EnqueueToSTPNextWorkItem(workItem); | ||
172 | return workItem.GetWorkItemResult(); | ||
173 | } | ||
174 | |||
175 | /// <summary> | ||
176 | /// Queue a work item | ||
177 | /// </summary> | ||
178 | /// <param name="callback">A callback to execute</param> | ||
179 | /// <param name="state"> | ||
180 | /// The context object of the work item. Used for passing arguments to the work item. | ||
181 | /// </param> | ||
182 | /// <param name="workItemPriority">The work item priority</param> | ||
183 | /// <returns>Returns a work item result</returns> | ||
184 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority) | ||
185 | { | ||
186 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, workItemPriority); | ||
187 | EnqueueToSTPNextWorkItem(workItem); | ||
188 | return workItem.GetWorkItemResult(); | ||
189 | } | ||
190 | |||
191 | /// <summary> | ||
192 | /// Queue a work item | ||
193 | /// </summary> | ||
194 | /// <param name="workItemInfo">Work item information</param> | ||
195 | /// <param name="callback">A callback to execute</param> | ||
196 | /// <param name="state"> | ||
197 | /// The context object of the work item. Used for passing arguments to the work item. | ||
198 | /// </param> | ||
199 | /// <returns>Returns a work item result</returns> | ||
200 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state) | ||
201 | { | ||
202 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback, state); | ||
203 | EnqueueToSTPNextWorkItem(workItem); | ||
204 | return workItem.GetWorkItemResult(); | ||
205 | } | ||
206 | |||
207 | /// <summary> | ||
208 | /// Queue a work item | ||
209 | /// </summary> | ||
210 | /// <param name="callback">A callback to execute</param> | ||
211 | /// <param name="state"> | ||
212 | /// The context object of the work item. Used for passing arguments to the work item. | ||
213 | /// </param> | ||
214 | /// <param name="postExecuteWorkItemCallback"> | ||
215 | /// A delegate to call after the callback completion | ||
216 | /// </param> | ||
217 | /// <returns>Returns a work item result</returns> | ||
218 | public IWorkItemResult QueueWorkItem( | ||
219 | WorkItemCallback callback, | ||
220 | object state, | ||
221 | PostExecuteWorkItemCallback postExecuteWorkItemCallback) | ||
222 | { | ||
223 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback); | ||
224 | EnqueueToSTPNextWorkItem(workItem); | ||
225 | return workItem.GetWorkItemResult(); | ||
226 | } | ||
227 | |||
228 | /// <summary> | ||
229 | /// Queue a work item | ||
230 | /// </summary> | ||
231 | /// <param name="callback">A callback to execute</param> | ||
232 | /// <param name="state"> | ||
233 | /// The context object of the work item. Used for passing arguments to the work item. | ||
234 | /// </param> | ||
235 | /// <param name="postExecuteWorkItemCallback"> | ||
236 | /// A delegate to call after the callback completion | ||
237 | /// </param> | ||
238 | /// <param name="workItemPriority">The work item priority</param> | ||
239 | /// <returns>Returns a work item result</returns> | ||
240 | public IWorkItemResult QueueWorkItem( | ||
241 | WorkItemCallback callback, | ||
242 | object state, | ||
243 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
244 | WorkItemPriority workItemPriority) | ||
245 | { | ||
246 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, workItemPriority); | ||
247 | EnqueueToSTPNextWorkItem(workItem); | ||
248 | return workItem.GetWorkItemResult(); | ||
249 | } | ||
250 | |||
251 | /// <summary> | ||
252 | /// Queue a work item | ||
253 | /// </summary> | ||
254 | /// <param name="callback">A callback to execute</param> | ||
255 | /// <param name="state"> | ||
256 | /// The context object of the work item. Used for passing arguments to the work item. | ||
257 | /// </param> | ||
258 | /// <param name="postExecuteWorkItemCallback"> | ||
259 | /// A delegate to call after the callback completion | ||
260 | /// </param> | ||
261 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
262 | /// <returns>Returns a work item result</returns> | ||
263 | public IWorkItemResult QueueWorkItem( | ||
264 | WorkItemCallback callback, | ||
265 | object state, | ||
266 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
267 | CallToPostExecute callToPostExecute) | ||
268 | { | ||
269 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute); | ||
270 | EnqueueToSTPNextWorkItem(workItem); | ||
271 | return workItem.GetWorkItemResult(); | ||
272 | } | 127 | } |
273 | 128 | ||
274 | /// <summary> | 129 | public override int WaitingCallbacks |
275 | /// Queue a work item | ||
276 | /// </summary> | ||
277 | /// <param name="callback">A callback to execute</param> | ||
278 | /// <param name="state"> | ||
279 | /// The context object of the work item. Used for passing arguments to the work item. | ||
280 | /// </param> | ||
281 | /// <param name="postExecuteWorkItemCallback"> | ||
282 | /// A delegate to call after the callback completion | ||
283 | /// </param> | ||
284 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
285 | /// <param name="workItemPriority">The work item priority</param> | ||
286 | /// <returns>Returns a work item result</returns> | ||
287 | public IWorkItemResult QueueWorkItem( | ||
288 | WorkItemCallback callback, | ||
289 | object state, | ||
290 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
291 | CallToPostExecute callToPostExecute, | ||
292 | WorkItemPriority workItemPriority) | ||
293 | { | 130 | { |
294 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority); | 131 | get { return _workItemsQueue.Count; } |
295 | EnqueueToSTPNextWorkItem(workItem); | ||
296 | return workItem.GetWorkItemResult(); | ||
297 | } | 132 | } |
298 | 133 | ||
299 | /// <summary> | 134 | public override object[] GetStates() |
300 | /// Wait for the thread pool to be idle | ||
301 | /// </summary> | ||
302 | public void WaitForIdle() | ||
303 | { | 135 | { |
304 | WaitForIdle(Timeout.Infinite); | 136 | lock (_lock) |
137 | { | ||
138 | object[] states = new object[_workItemsQueue.Count]; | ||
139 | int i = 0; | ||
140 | foreach (WorkItem workItem in _workItemsQueue) | ||
141 | { | ||
142 | states[i] = workItem.GetWorkItemResult().State; | ||
143 | ++i; | ||
144 | } | ||
145 | return states; | ||
146 | } | ||
305 | } | 147 | } |
306 | 148 | ||
307 | /// <summary> | 149 | /// <summary> |
308 | /// Wait for the thread pool to be idle | 150 | /// WorkItemsGroup start information |
309 | /// </summary> | 151 | /// </summary> |
310 | public bool WaitForIdle(TimeSpan timeout) | 152 | public override WIGStartInfo WIGStartInfo |
311 | { | 153 | { |
312 | return WaitForIdle((int)timeout.TotalMilliseconds); | 154 | get { return _workItemsGroupStartInfo; } |
313 | } | 155 | } |
314 | 156 | ||
315 | /// <summary> | 157 | /// <summary> |
158 | /// Start the Work Items Group if it was started suspended | ||
159 | /// </summary> | ||
160 | public override void Start() | ||
161 | { | ||
162 | // If the Work Items Group already started then quit | ||
163 | if (!_isSuspended) | ||
164 | { | ||
165 | return; | ||
166 | } | ||
167 | _isSuspended = false; | ||
168 | |||
169 | EnqueueToSTPNextNWorkItem(Math.Min(_workItemsQueue.Count, _concurrency)); | ||
170 | } | ||
171 | |||
172 | public override void Cancel(bool abortExecution) | ||
173 | { | ||
174 | lock (_lock) | ||
175 | { | ||
176 | _canceledWorkItemsGroup.IsCanceled = true; | ||
177 | _workItemsQueue.Clear(); | ||
178 | _workItemsInStpQueue = 0; | ||
179 | _canceledWorkItemsGroup = new CanceledWorkItemsGroup(); | ||
180 | } | ||
181 | |||
182 | if (abortExecution) | ||
183 | { | ||
184 | _stp.CancelAbortWorkItemsGroup(this); | ||
185 | } | ||
186 | } | ||
187 | |||
188 | /// <summary> | ||
316 | /// Wait for the thread pool to be idle | 189 | /// Wait for the thread pool to be idle |
317 | /// </summary> | 190 | /// </summary> |
318 | public bool WaitForIdle(int millisecondsTimeout) | 191 | public override bool WaitForIdle(int millisecondsTimeout) |
319 | { | 192 | { |
320 | _stp.ValidateWorkItemsGroupWaitForIdle(this); | 193 | SmartThreadPool.ValidateWorkItemsGroupWaitForIdle(this); |
321 | return _isIdleWaitHandle.WaitOne(millisecondsTimeout, false); | 194 | return STPEventWaitHandle.WaitOne(_isIdleWaitHandle, millisecondsTimeout, false); |
322 | } | 195 | } |
323 | 196 | ||
324 | public int WaitingCallbacks | 197 | public override event WorkItemsGroupIdleHandler OnIdle |
325 | { | 198 | { |
326 | get | 199 | add { _onIdle += value; } |
327 | { | 200 | remove { _onIdle -= value; } |
328 | return _workItemsQueue.Count; | 201 | } |
329 | } | ||
330 | } | ||
331 | 202 | ||
332 | public event WorkItemsGroupIdleHandler OnIdle | 203 | #endregion |
333 | { | ||
334 | add | ||
335 | { | ||
336 | _onIdle += value; | ||
337 | } | ||
338 | remove | ||
339 | { | ||
340 | _onIdle -= value; | ||
341 | } | ||
342 | } | ||
343 | 204 | ||
344 | public void Cancel() | 205 | #region Private methods |
345 | { | ||
346 | lock(_lock) | ||
347 | { | ||
348 | _canceledWorkItemsGroup.IsCanceled = true; | ||
349 | _workItemsQueue.Clear(); | ||
350 | _workItemsInStpQueue = 0; | ||
351 | _canceledWorkItemsGroup = new CanceledWorkItemsGroup(); | ||
352 | } | ||
353 | } | ||
354 | 206 | ||
355 | public void Start() | 207 | private void RegisterToWorkItemCompletion(IWorkItemResult wir) |
356 | { | 208 | { |
357 | lock (this) | 209 | IInternalWorkItemResult iwir = (IInternalWorkItemResult)wir; |
358 | { | 210 | iwir.OnWorkItemStarted += OnWorkItemStartedCallback; |
359 | if (!_workItemsGroupStartInfo.StartSuspended) | 211 | iwir.OnWorkItemCompleted += OnWorkItemCompletedCallback; |
360 | { | 212 | } |
361 | return; | ||
362 | } | ||
363 | _workItemsGroupStartInfo.StartSuspended = false; | ||
364 | } | ||
365 | |||
366 | for(int i = 0; i < _concurrency; ++i) | ||
367 | { | ||
368 | EnqueueToSTPNextWorkItem(null, false); | ||
369 | } | ||
370 | } | ||
371 | |||
372 | #endregion | ||
373 | 213 | ||
374 | #region Private methods | 214 | public void OnSTPIsStarting() |
375 | 215 | { | |
376 | private void RegisterToWorkItemCompletion(IWorkItemResult wir) | 216 | if (_isSuspended) |
377 | { | ||
378 | IInternalWorkItemResult iwir = wir as IInternalWorkItemResult; | ||
379 | iwir.OnWorkItemStarted += new WorkItemStateCallback(OnWorkItemStartedCallback); | ||
380 | iwir.OnWorkItemCompleted += new WorkItemStateCallback(OnWorkItemCompletedCallback); | ||
381 | } | ||
382 | |||
383 | public void OnSTPIsStarting() | ||
384 | { | ||
385 | lock (this) | ||
386 | { | ||
387 | if (_workItemsGroupStartInfo.StartSuspended) | ||
388 | { | ||
389 | return; | ||
390 | } | ||
391 | } | ||
392 | |||
393 | for(int i = 0; i < _concurrency; ++i) | ||
394 | { | ||
395 | EnqueueToSTPNextWorkItem(null, false); | ||
396 | } | ||
397 | } | ||
398 | |||
399 | private object FireOnIdle(object state) | ||
400 | { | ||
401 | FireOnIdleImpl(_onIdle); | ||
402 | return null; | ||
403 | } | ||
404 | |||
405 | [MethodImpl(MethodImplOptions.NoInlining)] | ||
406 | private void FireOnIdleImpl(WorkItemsGroupIdleHandler onIdle) | ||
407 | { | ||
408 | if(null == onIdle) | ||
409 | { | 217 | { |
410 | return; | 218 | return; |
411 | } | 219 | } |
220 | |||
221 | EnqueueToSTPNextNWorkItem(_concurrency); | ||
222 | } | ||
412 | 223 | ||
413 | Delegate[] delegates = onIdle.GetInvocationList(); | 224 | public void EnqueueToSTPNextNWorkItem(int count) |
414 | foreach(WorkItemsGroupIdleHandler eh in delegates) | ||
415 | { | ||
416 | try | ||
417 | { | ||
418 | eh(this); | ||
419 | } | ||
420 | // Ignore exceptions | ||
421 | catch{} | ||
422 | } | ||
423 | } | ||
424 | |||
425 | private void OnWorkItemStartedCallback(WorkItem workItem) | ||
426 | { | 225 | { |
427 | lock(_lock) | 226 | for (int i = 0; i < count; ++i) |
428 | { | 227 | { |
429 | ++_workItemsExecutingInStp; | 228 | EnqueueToSTPNextWorkItem(null, false); |
430 | } | 229 | } |
431 | } | 230 | } |
432 | 231 | ||
433 | private void OnWorkItemCompletedCallback(WorkItem workItem) | 232 | private object FireOnIdle(object state) |
434 | { | 233 | { |
435 | EnqueueToSTPNextWorkItem(null, true); | 234 | FireOnIdleImpl(_onIdle); |
436 | } | 235 | return null; |
437 | 236 | } | |
438 | private void EnqueueToSTPNextWorkItem(WorkItem workItem) | 237 | |
238 | [MethodImpl(MethodImplOptions.NoInlining)] | ||
239 | private void FireOnIdleImpl(WorkItemsGroupIdleHandler onIdle) | ||
240 | { | ||
241 | if(null == onIdle) | ||
242 | { | ||
243 | return; | ||
244 | } | ||
245 | |||
246 | Delegate[] delegates = onIdle.GetInvocationList(); | ||
247 | foreach(WorkItemsGroupIdleHandler eh in delegates) | ||
248 | { | ||
249 | try | ||
250 | { | ||
251 | eh(this); | ||
252 | } | ||
253 | catch { } // Suppress exceptions | ||
254 | } | ||
255 | } | ||
256 | |||
257 | private void OnWorkItemStartedCallback(WorkItem workItem) | ||
258 | { | ||
259 | lock(_lock) | ||
260 | { | ||
261 | ++_workItemsExecutingInStp; | ||
262 | } | ||
263 | } | ||
264 | |||
265 | private void OnWorkItemCompletedCallback(WorkItem workItem) | ||
266 | { | ||
267 | EnqueueToSTPNextWorkItem(null, true); | ||
268 | } | ||
269 | |||
270 | internal override void Enqueue(WorkItem workItem) | ||
439 | { | 271 | { |
440 | EnqueueToSTPNextWorkItem(workItem, false); | 272 | EnqueueToSTPNextWorkItem(workItem); |
441 | } | 273 | } |
442 | 274 | ||
443 | private void EnqueueToSTPNextWorkItem(WorkItem workItem, bool decrementWorkItemsInStpQueue) | 275 | private void EnqueueToSTPNextWorkItem(WorkItem workItem) |
444 | { | 276 | { |
445 | lock(_lock) | 277 | EnqueueToSTPNextWorkItem(workItem, false); |
446 | { | 278 | } |
447 | // Got here from OnWorkItemCompletedCallback() | 279 | |
448 | if (decrementWorkItemsInStpQueue) | 280 | private void EnqueueToSTPNextWorkItem(WorkItem workItem, bool decrementWorkItemsInStpQueue) |
449 | { | 281 | { |
450 | --_workItemsInStpQueue; | 282 | lock(_lock) |
451 | 283 | { | |
452 | if(_workItemsInStpQueue < 0) | 284 | // Got here from OnWorkItemCompletedCallback() |
453 | { | 285 | if (decrementWorkItemsInStpQueue) |
454 | _workItemsInStpQueue = 0; | 286 | { |
455 | } | 287 | --_workItemsInStpQueue; |
456 | 288 | ||
457 | --_workItemsExecutingInStp; | 289 | if(_workItemsInStpQueue < 0) |
458 | 290 | { | |
459 | if(_workItemsExecutingInStp < 0) | 291 | _workItemsInStpQueue = 0; |
460 | { | 292 | } |
461 | _workItemsExecutingInStp = 0; | 293 | |
462 | } | 294 | --_workItemsExecutingInStp; |
463 | } | 295 | |
464 | 296 | if(_workItemsExecutingInStp < 0) | |
465 | // If the work item is not null then enqueue it | 297 | { |
466 | if (null != workItem) | 298 | _workItemsExecutingInStp = 0; |
467 | { | 299 | } |
468 | workItem.CanceledWorkItemsGroup = _canceledWorkItemsGroup; | 300 | } |
469 | 301 | ||
470 | RegisterToWorkItemCompletion(workItem.GetWorkItemResult()); | 302 | // If the work item is not null then enqueue it |
471 | _workItemsQueue.Enqueue(workItem); | 303 | if (null != workItem) |
472 | //_stp.IncrementWorkItemsCount(); | 304 | { |
473 | 305 | workItem.CanceledWorkItemsGroup = _canceledWorkItemsGroup; | |
474 | if ((1 == _workItemsQueue.Count) && | 306 | |
475 | (0 == _workItemsInStpQueue)) | 307 | RegisterToWorkItemCompletion(workItem.GetWorkItemResult()); |
476 | { | 308 | _workItemsQueue.Enqueue(workItem); |
477 | _stp.RegisterWorkItemsGroup(this); | 309 | //_stp.IncrementWorkItemsCount(); |
478 | Trace.WriteLine("WorkItemsGroup " + Name + " is NOT idle"); | 310 | |
311 | if ((1 == _workItemsQueue.Count) && | ||
312 | (0 == _workItemsInStpQueue)) | ||
313 | { | ||
314 | _stp.RegisterWorkItemsGroup(this); | ||
315 | IsIdle = false; | ||
479 | _isIdleWaitHandle.Reset(); | 316 | _isIdleWaitHandle.Reset(); |
480 | } | 317 | } |
481 | } | 318 | } |
482 | 319 | ||
483 | // If the work items queue of the group is empty than quit | 320 | // If the work items queue of the group is empty than quit |
484 | if (0 == _workItemsQueue.Count) | 321 | if (0 == _workItemsQueue.Count) |
485 | { | 322 | { |
486 | if (0 == _workItemsInStpQueue) | 323 | if (0 == _workItemsInStpQueue) |
487 | { | 324 | { |
488 | _stp.UnregisterWorkItemsGroup(this); | 325 | _stp.UnregisterWorkItemsGroup(this); |
489 | Trace.WriteLine("WorkItemsGroup " + Name + " is idle"); | 326 | IsIdle = true; |
490 | _isIdleWaitHandle.Set(); | 327 | _isIdleWaitHandle.Set(); |
491 | _stp.QueueWorkItem(new WorkItemCallback(this.FireOnIdle)); | 328 | if (decrementWorkItemsInStpQueue && _onIdle != null && _onIdle.GetInvocationList().Length > 0) |
492 | } | 329 | { |
493 | return; | 330 | _stp.QueueWorkItem(new WorkItemCallback(FireOnIdle)); |
494 | } | 331 | } |
495 | 332 | } | |
496 | if (!_workItemsGroupStartInfo.StartSuspended) | 333 | return; |
497 | { | 334 | } |
498 | if (_workItemsInStpQueue < _concurrency) | 335 | |
499 | { | 336 | if (!_isSuspended) |
500 | WorkItem nextWorkItem = _workItemsQueue.Dequeue() as WorkItem; | 337 | { |
501 | _stp.Enqueue(nextWorkItem, true); | 338 | if (_workItemsInStpQueue < _concurrency) |
502 | ++_workItemsInStpQueue; | 339 | { |
503 | } | 340 | WorkItem nextWorkItem = _workItemsQueue.Dequeue() as WorkItem; |
504 | } | 341 | try |
505 | } | 342 | { |
506 | } | 343 | _stp.Enqueue(nextWorkItem); |
507 | 344 | } | |
508 | #endregion | 345 | catch (ObjectDisposedException e) |
346 | { | ||
347 | e.GetHashCode(); | ||
348 | // The STP has been shutdown | ||
349 | } | ||
350 | |||
351 | ++_workItemsInStpQueue; | ||
352 | } | ||
353 | } | ||
354 | } | ||
355 | } | ||
356 | |||
357 | #endregion | ||
509 | } | 358 | } |
510 | 359 | ||
511 | #endregion | 360 | #endregion |
512 | } | 361 | } |
diff --git a/ThirdParty/SmartThreadPool/WorkItemsGroupBase.cs b/ThirdParty/SmartThreadPool/WorkItemsGroupBase.cs new file mode 100644 index 0000000..27fae5e --- /dev/null +++ b/ThirdParty/SmartThreadPool/WorkItemsGroupBase.cs | |||
@@ -0,0 +1,471 @@ | |||
1 | using System; | ||
2 | using System.Threading; | ||
3 | |||
4 | namespace Amib.Threading.Internal | ||
5 | { | ||
6 | public abstract class WorkItemsGroupBase : IWorkItemsGroup | ||
7 | { | ||
8 | #region Private Fields | ||
9 | |||
10 | /// <summary> | ||
11 | /// Contains the name of this instance of SmartThreadPool. | ||
12 | /// Can be changed by the user. | ||
13 | /// </summary> | ||
14 | private string _name = "WorkItemsGroupBase"; | ||
15 | |||
16 | public WorkItemsGroupBase() | ||
17 | { | ||
18 | IsIdle = true; | ||
19 | } | ||
20 | |||
21 | #endregion | ||
22 | |||
23 | #region IWorkItemsGroup Members | ||
24 | |||
25 | #region Public Methods | ||
26 | |||
27 | /// <summary> | ||
28 | /// Get/Set the name of the SmartThreadPool/WorkItemsGroup instance | ||
29 | /// </summary> | ||
30 | public string Name | ||
31 | { | ||
32 | get { return _name; } | ||
33 | set { _name = value; } | ||
34 | } | ||
35 | |||
36 | #endregion | ||
37 | |||
38 | #region Abstract Methods | ||
39 | |||
40 | public abstract int Concurrency { get; set; } | ||
41 | public abstract int WaitingCallbacks { get; } | ||
42 | public abstract object[] GetStates(); | ||
43 | public abstract WIGStartInfo WIGStartInfo { get; } | ||
44 | public abstract void Start(); | ||
45 | public abstract void Cancel(bool abortExecution); | ||
46 | public abstract bool WaitForIdle(int millisecondsTimeout); | ||
47 | public abstract event WorkItemsGroupIdleHandler OnIdle; | ||
48 | |||
49 | internal abstract void Enqueue(WorkItem workItem); | ||
50 | internal virtual void PreQueueWorkItem() { } | ||
51 | |||
52 | #endregion | ||
53 | |||
54 | #region Common Base Methods | ||
55 | |||
56 | /// <summary> | ||
57 | /// Cancel all the work items. | ||
58 | /// Same as Cancel(false) | ||
59 | /// </summary> | ||
60 | public virtual void Cancel() | ||
61 | { | ||
62 | Cancel(false); | ||
63 | } | ||
64 | |||
65 | /// <summary> | ||
66 | /// Wait for the SmartThreadPool/WorkItemsGroup to be idle | ||
67 | /// </summary> | ||
68 | public void WaitForIdle() | ||
69 | { | ||
70 | WaitForIdle(Timeout.Infinite); | ||
71 | } | ||
72 | |||
73 | /// <summary> | ||
74 | /// Wait for the SmartThreadPool/WorkItemsGroup to be idle | ||
75 | /// </summary> | ||
76 | public bool WaitForIdle(TimeSpan timeout) | ||
77 | { | ||
78 | return WaitForIdle((int)timeout.TotalMilliseconds); | ||
79 | } | ||
80 | |||
81 | /// <summary> | ||
82 | /// IsIdle is true when there are no work items running or queued. | ||
83 | /// </summary> | ||
84 | public bool IsIdle { get; protected set; } | ||
85 | |||
86 | #endregion | ||
87 | |||
88 | #region QueueWorkItem | ||
89 | |||
90 | /// <summary> | ||
91 | /// Queue a work item | ||
92 | /// </summary> | ||
93 | /// <param name="callback">A callback to execute</param> | ||
94 | /// <returns>Returns a work item result</returns> | ||
95 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback) | ||
96 | { | ||
97 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback); | ||
98 | Enqueue(workItem); | ||
99 | return workItem.GetWorkItemResult(); | ||
100 | } | ||
101 | |||
102 | /// <summary> | ||
103 | /// Queue a work item | ||
104 | /// </summary> | ||
105 | /// <param name="callback">A callback to execute</param> | ||
106 | /// <param name="workItemPriority">The priority of the work item</param> | ||
107 | /// <returns>Returns a work item result</returns> | ||
108 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority) | ||
109 | { | ||
110 | PreQueueWorkItem(); | ||
111 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, workItemPriority); | ||
112 | Enqueue(workItem); | ||
113 | return workItem.GetWorkItemResult(); | ||
114 | } | ||
115 | |||
116 | /// <summary> | ||
117 | /// Queue a work item | ||
118 | /// </summary> | ||
119 | /// <param name="workItemInfo">Work item info</param> | ||
120 | /// <param name="callback">A callback to execute</param> | ||
121 | /// <returns>Returns a work item result</returns> | ||
122 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback) | ||
123 | { | ||
124 | PreQueueWorkItem(); | ||
125 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, workItemInfo, callback); | ||
126 | Enqueue(workItem); | ||
127 | return workItem.GetWorkItemResult(); | ||
128 | } | ||
129 | |||
130 | /// <summary> | ||
131 | /// Queue a work item | ||
132 | /// </summary> | ||
133 | /// <param name="callback">A callback to execute</param> | ||
134 | /// <param name="state"> | ||
135 | /// The context object of the work item. Used for passing arguments to the work item. | ||
136 | /// </param> | ||
137 | /// <returns>Returns a work item result</returns> | ||
138 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state) | ||
139 | { | ||
140 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state); | ||
141 | Enqueue(workItem); | ||
142 | return workItem.GetWorkItemResult(); | ||
143 | } | ||
144 | |||
145 | /// <summary> | ||
146 | /// Queue a work item | ||
147 | /// </summary> | ||
148 | /// <param name="callback">A callback to execute</param> | ||
149 | /// <param name="state"> | ||
150 | /// The context object of the work item. Used for passing arguments to the work item. | ||
151 | /// </param> | ||
152 | /// <param name="workItemPriority">The work item priority</param> | ||
153 | /// <returns>Returns a work item result</returns> | ||
154 | public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority) | ||
155 | { | ||
156 | PreQueueWorkItem(); | ||
157 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, workItemPriority); | ||
158 | Enqueue(workItem); | ||
159 | return workItem.GetWorkItemResult(); | ||
160 | } | ||
161 | |||
162 | /// <summary> | ||
163 | /// Queue a work item | ||
164 | /// </summary> | ||
165 | /// <param name="workItemInfo">Work item information</param> | ||
166 | /// <param name="callback">A callback to execute</param> | ||
167 | /// <param name="state"> | ||
168 | /// The context object of the work item. Used for passing arguments to the work item. | ||
169 | /// </param> | ||
170 | /// <returns>Returns a work item result</returns> | ||
171 | public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state) | ||
172 | { | ||
173 | PreQueueWorkItem(); | ||
174 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, workItemInfo, callback, state); | ||
175 | Enqueue(workItem); | ||
176 | return workItem.GetWorkItemResult(); | ||
177 | } | ||
178 | |||
179 | /// <summary> | ||
180 | /// Queue a work item | ||
181 | /// </summary> | ||
182 | /// <param name="callback">A callback to execute</param> | ||
183 | /// <param name="state"> | ||
184 | /// The context object of the work item. Used for passing arguments to the work item. | ||
185 | /// </param> | ||
186 | /// <param name="postExecuteWorkItemCallback"> | ||
187 | /// A delegate to call after the callback completion | ||
188 | /// </param> | ||
189 | /// <returns>Returns a work item result</returns> | ||
190 | public IWorkItemResult QueueWorkItem( | ||
191 | WorkItemCallback callback, | ||
192 | object state, | ||
193 | PostExecuteWorkItemCallback postExecuteWorkItemCallback) | ||
194 | { | ||
195 | PreQueueWorkItem(); | ||
196 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, postExecuteWorkItemCallback); | ||
197 | Enqueue(workItem); | ||
198 | return workItem.GetWorkItemResult(); | ||
199 | } | ||
200 | |||
201 | /// <summary> | ||
202 | /// Queue a work item | ||
203 | /// </summary> | ||
204 | /// <param name="callback">A callback to execute</param> | ||
205 | /// <param name="state"> | ||
206 | /// The context object of the work item. Used for passing arguments to the work item. | ||
207 | /// </param> | ||
208 | /// <param name="postExecuteWorkItemCallback"> | ||
209 | /// A delegate to call after the callback completion | ||
210 | /// </param> | ||
211 | /// <param name="workItemPriority">The work item priority</param> | ||
212 | /// <returns>Returns a work item result</returns> | ||
213 | public IWorkItemResult QueueWorkItem( | ||
214 | WorkItemCallback callback, | ||
215 | object state, | ||
216 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
217 | WorkItemPriority workItemPriority) | ||
218 | { | ||
219 | PreQueueWorkItem(); | ||
220 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, postExecuteWorkItemCallback, workItemPriority); | ||
221 | Enqueue(workItem); | ||
222 | return workItem.GetWorkItemResult(); | ||
223 | } | ||
224 | |||
225 | /// <summary> | ||
226 | /// Queue a work item | ||
227 | /// </summary> | ||
228 | /// <param name="callback">A callback to execute</param> | ||
229 | /// <param name="state"> | ||
230 | /// The context object of the work item. Used for passing arguments to the work item. | ||
231 | /// </param> | ||
232 | /// <param name="postExecuteWorkItemCallback"> | ||
233 | /// A delegate to call after the callback completion | ||
234 | /// </param> | ||
235 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
236 | /// <returns>Returns a work item result</returns> | ||
237 | public IWorkItemResult QueueWorkItem( | ||
238 | WorkItemCallback callback, | ||
239 | object state, | ||
240 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
241 | CallToPostExecute callToPostExecute) | ||
242 | { | ||
243 | PreQueueWorkItem(); | ||
244 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute); | ||
245 | Enqueue(workItem); | ||
246 | return workItem.GetWorkItemResult(); | ||
247 | } | ||
248 | |||
249 | /// <summary> | ||
250 | /// Queue a work item | ||
251 | /// </summary> | ||
252 | /// <param name="callback">A callback to execute</param> | ||
253 | /// <param name="state"> | ||
254 | /// The context object of the work item. Used for passing arguments to the work item. | ||
255 | /// </param> | ||
256 | /// <param name="postExecuteWorkItemCallback"> | ||
257 | /// A delegate to call after the callback completion | ||
258 | /// </param> | ||
259 | /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param> | ||
260 | /// <param name="workItemPriority">The work item priority</param> | ||
261 | /// <returns>Returns a work item result</returns> | ||
262 | public IWorkItemResult QueueWorkItem( | ||
263 | WorkItemCallback callback, | ||
264 | object state, | ||
265 | PostExecuteWorkItemCallback postExecuteWorkItemCallback, | ||
266 | CallToPostExecute callToPostExecute, | ||
267 | WorkItemPriority workItemPriority) | ||
268 | { | ||
269 | PreQueueWorkItem(); | ||
270 | WorkItem workItem = WorkItemFactory.CreateWorkItem(this, WIGStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority); | ||
271 | Enqueue(workItem); | ||
272 | return workItem.GetWorkItemResult(); | ||
273 | } | ||
274 | |||
275 | #endregion | ||
276 | |||
277 | #region QueueWorkItem(Action<...>) | ||
278 | |||
279 | public IWorkItemResult QueueWorkItem(Action action) | ||
280 | { | ||
281 | return QueueWorkItem (action, SmartThreadPool.DefaultWorkItemPriority); | ||
282 | } | ||
283 | |||
284 | public IWorkItemResult QueueWorkItem (Action action, WorkItemPriority priority) | ||
285 | { | ||
286 | PreQueueWorkItem (); | ||
287 | WorkItem workItem = WorkItemFactory.CreateWorkItem ( | ||
288 | this, | ||
289 | WIGStartInfo, | ||
290 | delegate | ||
291 | { | ||
292 | action.Invoke (); | ||
293 | return null; | ||
294 | }, priority); | ||
295 | Enqueue (workItem); | ||
296 | return workItem.GetWorkItemResult (); | ||
297 | } | ||
298 | |||
299 | public IWorkItemResult QueueWorkItem<T>(Action<T> action, T arg) | ||
300 | { | ||
301 | return QueueWorkItem<T> (action, arg, SmartThreadPool.DefaultWorkItemPriority); | ||
302 | } | ||
303 | |||
304 | public IWorkItemResult QueueWorkItem<T> (Action<T> action, T arg, WorkItemPriority priority) | ||
305 | { | ||
306 | PreQueueWorkItem (); | ||
307 | WorkItem workItem = WorkItemFactory.CreateWorkItem ( | ||
308 | this, | ||
309 | WIGStartInfo, | ||
310 | state => | ||
311 | { | ||
312 | action.Invoke (arg); | ||
313 | return null; | ||
314 | }, | ||
315 | WIGStartInfo.FillStateWithArgs ? new object[] { arg } : null, priority); | ||
316 | Enqueue (workItem); | ||
317 | return workItem.GetWorkItemResult (); | ||
318 | } | ||
319 | |||
320 | public IWorkItemResult QueueWorkItem<T1, T2>(Action<T1, T2> action, T1 arg1, T2 arg2) | ||
321 | { | ||
322 | return QueueWorkItem<T1, T2> (action, arg1, arg2, SmartThreadPool.DefaultWorkItemPriority); | ||
323 | } | ||
324 | |||
325 | public IWorkItemResult QueueWorkItem<T1, T2> (Action<T1, T2> action, T1 arg1, T2 arg2, WorkItemPriority priority) | ||
326 | { | ||
327 | PreQueueWorkItem (); | ||
328 | WorkItem workItem = WorkItemFactory.CreateWorkItem ( | ||
329 | this, | ||
330 | WIGStartInfo, | ||
331 | state => | ||
332 | { | ||
333 | action.Invoke (arg1, arg2); | ||
334 | return null; | ||
335 | }, | ||
336 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2 } : null, priority); | ||
337 | Enqueue (workItem); | ||
338 | return workItem.GetWorkItemResult (); | ||
339 | } | ||
340 | |||
341 | public IWorkItemResult QueueWorkItem<T1, T2, T3>(Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3) | ||
342 | { | ||
343 | return QueueWorkItem<T1, T2, T3> (action, arg1, arg2, arg3, SmartThreadPool.DefaultWorkItemPriority); | ||
344 | ; | ||
345 | } | ||
346 | |||
347 | public IWorkItemResult QueueWorkItem<T1, T2, T3> (Action<T1, T2, T3> action, T1 arg1, T2 arg2, T3 arg3, WorkItemPriority priority) | ||
348 | { | ||
349 | PreQueueWorkItem (); | ||
350 | WorkItem workItem = WorkItemFactory.CreateWorkItem ( | ||
351 | this, | ||
352 | WIGStartInfo, | ||
353 | state => | ||
354 | { | ||
355 | action.Invoke (arg1, arg2, arg3); | ||
356 | return null; | ||
357 | }, | ||
358 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3 } : null, priority); | ||
359 | Enqueue (workItem); | ||
360 | return workItem.GetWorkItemResult (); | ||
361 | } | ||
362 | |||
363 | public IWorkItemResult QueueWorkItem<T1, T2, T3, T4>( | ||
364 | Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4) | ||
365 | { | ||
366 | return QueueWorkItem<T1, T2, T3, T4> (action, arg1, arg2, arg3, arg4, | ||
367 | SmartThreadPool.DefaultWorkItemPriority); | ||
368 | } | ||
369 | |||
370 | public IWorkItemResult QueueWorkItem<T1, T2, T3, T4> ( | ||
371 | Action<T1, T2, T3, T4> action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, WorkItemPriority priority) | ||
372 | { | ||
373 | PreQueueWorkItem (); | ||
374 | WorkItem workItem = WorkItemFactory.CreateWorkItem ( | ||
375 | this, | ||
376 | WIGStartInfo, | ||
377 | state => | ||
378 | { | ||
379 | action.Invoke (arg1, arg2, arg3, arg4); | ||
380 | return null; | ||
381 | }, | ||
382 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3, arg4 } : null, priority); | ||
383 | Enqueue (workItem); | ||
384 | return workItem.GetWorkItemResult (); | ||
385 | } | ||
386 | |||
387 | #endregion | ||
388 | |||
389 | #region QueueWorkItem(Func<...>) | ||
390 | |||
391 | public IWorkItemResult<TResult> QueueWorkItem<TResult>(Func<TResult> func) | ||
392 | { | ||
393 | PreQueueWorkItem(); | ||
394 | WorkItem workItem = WorkItemFactory.CreateWorkItem( | ||
395 | this, | ||
396 | WIGStartInfo, | ||
397 | state => | ||
398 | { | ||
399 | return func.Invoke(); | ||
400 | }); | ||
401 | Enqueue(workItem); | ||
402 | return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult()); | ||
403 | } | ||
404 | |||
405 | public IWorkItemResult<TResult> QueueWorkItem<T, TResult>(Func<T, TResult> func, T arg) | ||
406 | { | ||
407 | PreQueueWorkItem(); | ||
408 | WorkItem workItem = WorkItemFactory.CreateWorkItem( | ||
409 | this, | ||
410 | WIGStartInfo, | ||
411 | state => | ||
412 | { | ||
413 | return func.Invoke(arg); | ||
414 | }, | ||
415 | WIGStartInfo.FillStateWithArgs ? new object[] { arg } : null); | ||
416 | Enqueue(workItem); | ||
417 | return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult()); | ||
418 | } | ||
419 | |||
420 | public IWorkItemResult<TResult> QueueWorkItem<T1, T2, TResult>(Func<T1, T2, TResult> func, T1 arg1, T2 arg2) | ||
421 | { | ||
422 | PreQueueWorkItem(); | ||
423 | WorkItem workItem = WorkItemFactory.CreateWorkItem( | ||
424 | this, | ||
425 | WIGStartInfo, | ||
426 | state => | ||
427 | { | ||
428 | return func.Invoke(arg1, arg2); | ||
429 | }, | ||
430 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2 } : null); | ||
431 | Enqueue(workItem); | ||
432 | return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult()); | ||
433 | } | ||
434 | |||
435 | public IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, TResult>( | ||
436 | Func<T1, T2, T3, TResult> func, T1 arg1, T2 arg2, T3 arg3) | ||
437 | { | ||
438 | PreQueueWorkItem(); | ||
439 | WorkItem workItem = WorkItemFactory.CreateWorkItem( | ||
440 | this, | ||
441 | WIGStartInfo, | ||
442 | state => | ||
443 | { | ||
444 | return func.Invoke(arg1, arg2, arg3); | ||
445 | }, | ||
446 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3 } : null); | ||
447 | Enqueue(workItem); | ||
448 | return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult()); | ||
449 | } | ||
450 | |||
451 | public IWorkItemResult<TResult> QueueWorkItem<T1, T2, T3, T4, TResult>( | ||
452 | Func<T1, T2, T3, T4, TResult> func, T1 arg1, T2 arg2, T3 arg3, T4 arg4) | ||
453 | { | ||
454 | PreQueueWorkItem(); | ||
455 | WorkItem workItem = WorkItemFactory.CreateWorkItem( | ||
456 | this, | ||
457 | WIGStartInfo, | ||
458 | state => | ||
459 | { | ||
460 | return func.Invoke(arg1, arg2, arg3, arg4); | ||
461 | }, | ||
462 | WIGStartInfo.FillStateWithArgs ? new object[] { arg1, arg2, arg3, arg4 } : null); | ||
463 | Enqueue(workItem); | ||
464 | return new WorkItemResultTWrapper<TResult>(workItem.GetWorkItemResult()); | ||
465 | } | ||
466 | |||
467 | #endregion | ||
468 | |||
469 | #endregion | ||
470 | } | ||
471 | } \ No newline at end of file | ||
diff --git a/ThirdParty/SmartThreadPool/WorkItemsQueue.cs b/ThirdParty/SmartThreadPool/WorkItemsQueue.cs index af5af07..e0bc916 100644 --- a/ThirdParty/SmartThreadPool/WorkItemsQueue.cs +++ b/ThirdParty/SmartThreadPool/WorkItemsQueue.cs | |||
@@ -1,109 +1,151 @@ | |||
1 | // Ami Bar | ||
2 | // amibar@gmail.com | ||
3 | |||
4 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | ||
5 | using System.Threading; | 3 | using System.Threading; |
6 | 4 | ||
7 | namespace Amib.Threading.Internal | 5 | namespace Amib.Threading.Internal |
8 | { | 6 | { |
9 | #region WorkItemsQueue class | 7 | #region WorkItemsQueue class |
10 | 8 | ||
11 | /// <summary> | 9 | /// <summary> |
12 | /// WorkItemsQueue class. | 10 | /// WorkItemsQueue class. |
13 | /// </summary> | 11 | /// </summary> |
14 | public class WorkItemsQueue : IDisposable | 12 | public class WorkItemsQueue : IDisposable |
15 | { | 13 | { |
16 | #region Member variables | 14 | #region Member variables |
17 | 15 | ||
18 | /// <summary> | 16 | /// <summary> |
19 | /// Waiters queue (implemented as stack). | 17 | /// Waiters queue (implemented as stack). |
20 | /// </summary> | 18 | /// </summary> |
21 | private WaiterEntry _headWaiterEntry = new WaiterEntry(); | 19 | private readonly WaiterEntry _headWaiterEntry = new WaiterEntry(); |
22 | 20 | ||
23 | /// <summary> | 21 | /// <summary> |
24 | /// Waiters count | 22 | /// Waiters count |
25 | /// </summary> | 23 | /// </summary> |
26 | private int _waitersCount = 0; | 24 | private int _waitersCount = 0; |
27 | 25 | ||
28 | /// <summary> | 26 | /// <summary> |
29 | /// Work items queue | 27 | /// Work items queue |
30 | /// </summary> | 28 | /// </summary> |
31 | private PriorityQueue _workItems = new PriorityQueue(); | 29 | private readonly PriorityQueue _workItems = new PriorityQueue(); |
32 | 30 | ||
33 | /// <summary> | 31 | /// <summary> |
34 | /// Indicate that work items are allowed to be queued | 32 | /// Indicate that work items are allowed to be queued |
35 | /// </summary> | 33 | /// </summary> |
36 | private bool _isWorkItemsQueueActive = true; | 34 | private bool _isWorkItemsQueueActive = true; |
37 | 35 | ||
38 | /// <summary> | ||
39 | /// Each thread in the thread pool keeps its own waiter entry. | ||
40 | /// </summary> | ||
41 | [ThreadStatic] | ||
42 | private static WaiterEntry _waiterEntry; | ||
43 | 36 | ||
44 | /// <summary> | 37 | #if (WINDOWS_PHONE) |
45 | /// A flag that indicates if the WorkItemsQueue has been disposed. | 38 | private static readonly Dictionary<int, WaiterEntry> _waiterEntries = new Dictionary<int, WaiterEntry>(); |
46 | /// </summary> | 39 | #elif (_WINDOWS_CE) |
47 | private bool _isDisposed = false; | 40 | private static LocalDataStoreSlot _waiterEntrySlot = Thread.AllocateDataSlot(); |
41 | #else | ||
48 | 42 | ||
49 | #endregion | 43 | [ThreadStatic] |
44 | private static WaiterEntry _waiterEntry; | ||
45 | #endif | ||
50 | 46 | ||
51 | #region Public properties | ||
52 | 47 | ||
53 | /// <summary> | 48 | /// <summary> |
54 | /// Returns the current number of work items in the queue | 49 | /// Each thread in the thread pool keeps its own waiter entry. |
55 | /// </summary> | 50 | /// </summary> |
56 | public int Count | 51 | private static WaiterEntry CurrentWaiterEntry |
57 | { | 52 | { |
53 | #if (WINDOWS_PHONE) | ||
58 | get | 54 | get |
59 | { | 55 | { |
60 | lock(this) | 56 | lock (_waiterEntries) |
61 | { | 57 | { |
62 | ValidateNotDisposed(); | 58 | WaiterEntry waiterEntry; |
63 | return _workItems.Count; | 59 | if (_waiterEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out waiterEntry)) |
60 | { | ||
61 | return waiterEntry; | ||
62 | } | ||
64 | } | 63 | } |
64 | return null; | ||
65 | } | 65 | } |
66 | } | 66 | set |
67 | |||
68 | /// <summary> | ||
69 | /// Returns the current number of waiters | ||
70 | /// </summary> | ||
71 | public int WaitersCount | ||
72 | { | ||
73 | get | ||
74 | { | 67 | { |
75 | lock(this) | 68 | lock (_waiterEntries) |
76 | { | 69 | { |
77 | ValidateNotDisposed(); | 70 | _waiterEntries[Thread.CurrentThread.ManagedThreadId] = value; |
78 | return _waitersCount; | ||
79 | } | 71 | } |
80 | } | 72 | } |
73 | #elif (_WINDOWS_CE) | ||
74 | get | ||
75 | { | ||
76 | return Thread.GetData(_waiterEntrySlot) as WaiterEntry; | ||
77 | } | ||
78 | set | ||
79 | { | ||
80 | Thread.SetData(_waiterEntrySlot, value); | ||
81 | } | ||
82 | #else | ||
83 | get | ||
84 | { | ||
85 | return _waiterEntry; | ||
86 | } | ||
87 | set | ||
88 | { | ||
89 | _waiterEntry = value; | ||
90 | } | ||
91 | #endif | ||
81 | } | 92 | } |
82 | 93 | ||
94 | /// <summary> | ||
95 | /// A flag that indicates if the WorkItemsQueue has been disposed. | ||
96 | /// </summary> | ||
97 | private bool _isDisposed = false; | ||
83 | 98 | ||
84 | #endregion | 99 | #endregion |
85 | 100 | ||
86 | #region Public methods | 101 | #region Public properties |
87 | 102 | ||
88 | /// <summary> | 103 | /// <summary> |
89 | /// Enqueue a work item to the queue. | 104 | /// Returns the current number of work items in the queue |
90 | /// </summary> | 105 | /// </summary> |
91 | public bool EnqueueWorkItem(WorkItem workItem) | 106 | public int Count |
92 | { | 107 | { |
93 | // A work item cannot be null, since null is used in the | 108 | get |
94 | // WaitForWorkItem() method to indicate timeout or cancel | 109 | { |
95 | if (null == workItem) | 110 | return _workItems.Count; |
96 | { | 111 | } |
97 | throw new ArgumentNullException("workItem" , "workItem cannot be null"); | 112 | } |
98 | } | 113 | |
114 | /// <summary> | ||
115 | /// Returns the current number of waiters | ||
116 | /// </summary> | ||
117 | public int WaitersCount | ||
118 | { | ||
119 | get | ||
120 | { | ||
121 | return _waitersCount; | ||
122 | } | ||
123 | } | ||
99 | 124 | ||
100 | bool enqueue = true; | ||
101 | 125 | ||
102 | // First check if there is a waiter waiting for work item. During | 126 | #endregion |
103 | // the check, timed out waiters are ignored. If there is no | 127 | |
104 | // waiter then the work item is queued. | 128 | #region Public methods |
105 | lock(this) | 129 | |
106 | { | 130 | /// <summary> |
131 | /// Enqueue a work item to the queue. | ||
132 | /// </summary> | ||
133 | public bool EnqueueWorkItem(WorkItem workItem) | ||
134 | { | ||
135 | // A work item cannot be null, since null is used in the | ||
136 | // WaitForWorkItem() method to indicate timeout or cancel | ||
137 | if (null == workItem) | ||
138 | { | ||
139 | throw new ArgumentNullException("workItem" , "workItem cannot be null"); | ||
140 | } | ||
141 | |||
142 | bool enqueue = true; | ||
143 | |||
144 | // First check if there is a waiter waiting for work item. During | ||
145 | // the check, timed out waiters are ignored. If there is no | ||
146 | // waiter then the work item is queued. | ||
147 | lock(this) | ||
148 | { | ||
107 | ValidateNotDisposed(); | 149 | ValidateNotDisposed(); |
108 | 150 | ||
109 | if (!_isWorkItemsQueueActive) | 151 | if (!_isWorkItemsQueueActive) |
@@ -111,56 +153,55 @@ namespace Amib.Threading.Internal | |||
111 | return false; | 153 | return false; |
112 | } | 154 | } |
113 | 155 | ||
114 | while(_waitersCount > 0) | 156 | while(_waitersCount > 0) |
115 | { | 157 | { |
116 | // Dequeue a waiter. | 158 | // Dequeue a waiter. |
117 | WaiterEntry waiterEntry = PopWaiter(); | 159 | WaiterEntry waiterEntry = PopWaiter(); |
118 | 160 | ||
119 | // Signal the waiter. On success break the loop | 161 | // Signal the waiter. On success break the loop |
120 | if (waiterEntry.Signal(workItem)) | 162 | if (waiterEntry.Signal(workItem)) |
121 | { | 163 | { |
122 | enqueue = false; | 164 | enqueue = false; |
123 | break; | 165 | break; |
124 | } | 166 | } |
125 | } | 167 | } |
126 | 168 | ||
127 | if (enqueue) | 169 | if (enqueue) |
128 | { | 170 | { |
129 | // Enqueue the work item | 171 | // Enqueue the work item |
130 | _workItems.Enqueue(workItem); | 172 | _workItems.Enqueue(workItem); |
131 | } | 173 | } |
132 | } | 174 | } |
133 | return true; | 175 | return true; |
134 | } | 176 | } |
135 | 177 | ||
136 | 178 | ||
137 | /// <summary> | 179 | /// <summary> |
138 | /// Waits for a work item or exits on timeout or cancel | 180 | /// Waits for a work item or exits on timeout or cancel |
139 | /// </summary> | 181 | /// </summary> |
140 | /// <param name="millisecondsTimeout">Timeout in milliseconds</param> | 182 | /// <param name="millisecondsTimeout">Timeout in milliseconds</param> |
141 | /// <param name="cancelEvent">Cancel wait handle</param> | 183 | /// <param name="cancelEvent">Cancel wait handle</param> |
142 | /// <returns>Returns true if the resource was granted</returns> | 184 | /// <returns>Returns true if the resource was granted</returns> |
143 | public WorkItem DequeueWorkItem( | 185 | public WorkItem DequeueWorkItem( |
144 | int millisecondsTimeout, | 186 | int millisecondsTimeout, |
145 | WaitHandle cancelEvent) | 187 | WaitHandle cancelEvent) |
146 | { | 188 | { |
147 | /// This method cause the caller to wait for a work item. | 189 | // This method cause the caller to wait for a work item. |
148 | /// If there is at least one waiting work item then the | 190 | // If there is at least one waiting work item then the |
149 | /// method returns immidiately with true. | 191 | // method returns immidiately with it. |
150 | /// | 192 | // |
151 | /// If there are no waiting work items then the caller | 193 | // If there are no waiting work items then the caller |
152 | /// is queued between other waiters for a work item to arrive. | 194 | // is queued between other waiters for a work item to arrive. |
153 | /// | 195 | // |
154 | /// If a work item didn't come within millisecondsTimeout or | 196 | // If a work item didn't come within millisecondsTimeout or |
155 | /// the user canceled the wait by signaling the cancelEvent | 197 | // the user canceled the wait by signaling the cancelEvent |
156 | /// then the method returns false to indicate that the caller | 198 | // then the method returns null to indicate that the caller |
157 | /// didn't get a work item. | 199 | // didn't get a work item. |
158 | 200 | ||
159 | WaiterEntry waiterEntry = null; | 201 | WaiterEntry waiterEntry; |
160 | WorkItem workItem = null; | 202 | WorkItem workItem = null; |
161 | 203 | lock (this) | |
162 | lock(this) | 204 | { |
163 | { | ||
164 | ValidateNotDisposed(); | 205 | ValidateNotDisposed(); |
165 | 206 | ||
166 | // If there are waiting work items then take one and return. | 207 | // If there are waiting work items then take one and return. |
@@ -169,80 +210,79 @@ namespace Amib.Threading.Internal | |||
169 | workItem = _workItems.Dequeue() as WorkItem; | 210 | workItem = _workItems.Dequeue() as WorkItem; |
170 | return workItem; | 211 | return workItem; |
171 | } | 212 | } |
172 | // No waiting work items ... | ||
173 | else | ||
174 | { | ||
175 | // Get the wait entry for the waiters queue | ||
176 | waiterEntry = GetThreadWaiterEntry(); | ||
177 | |||
178 | // Put the waiter with the other waiters | ||
179 | PushWaiter(waiterEntry); | ||
180 | } | ||
181 | } | ||
182 | |||
183 | // Prepare array of wait handle for the WaitHandle.WaitAny() | ||
184 | WaitHandle [] waitHandles = new WaitHandle [] { | ||
185 | waiterEntry.WaitHandle, | ||
186 | cancelEvent }; | ||
187 | |||
188 | // Wait for an available resource, cancel event, or timeout. | ||
189 | 213 | ||
190 | // During the wait we are supposes to exit the synchronization | 214 | // No waiting work items ... |
191 | // domain. (Placing true as the third argument of the WaitAny()) | 215 | |
192 | // It just doesn't work, I don't know why, so I have lock(this) | 216 | // Get the waiter entry for the waiters queue |
193 | // statments insted of one. | 217 | waiterEntry = GetThreadWaiterEntry(); |
194 | 218 | ||
195 | int index = WaitHandle.WaitAny( | 219 | // Put the waiter with the other waiters |
196 | waitHandles, | 220 | PushWaiter(waiterEntry); |
197 | millisecondsTimeout, | 221 | } |
198 | true); | 222 | |
199 | 223 | // Prepare array of wait handle for the WaitHandle.WaitAny() | |
200 | lock(this) | 224 | WaitHandle [] waitHandles = new WaitHandle[] { |
201 | { | 225 | waiterEntry.WaitHandle, |
202 | // success is true if it got a work item. | 226 | cancelEvent }; |
203 | bool success = (0 == index); | 227 | |
204 | 228 | // Wait for an available resource, cancel event, or timeout. | |
205 | // The timeout variable is used only for readability. | 229 | |
206 | // (We treat cancel as timeout) | 230 | // During the wait we are supposes to exit the synchronization |
207 | bool timeout = !success; | 231 | // domain. (Placing true as the third argument of the WaitAny()) |
208 | 232 | // It just doesn't work, I don't know why, so I have two lock(this) | |
209 | // On timeout update the waiterEntry that it is timed out | 233 | // statments instead of one. |
210 | if (timeout) | 234 | |
211 | { | 235 | int index = STPEventWaitHandle.WaitAny( |
212 | // The Timeout() fails if the waiter has already been signaled | 236 | waitHandles, |
213 | timeout = waiterEntry.Timeout(); | 237 | millisecondsTimeout, |
214 | 238 | true); | |
215 | // On timeout remove the waiter from the queue. | 239 | |
216 | // Note that the complexity is O(1). | 240 | lock(this) |
217 | if(timeout) | 241 | { |
218 | { | 242 | // success is true if it got a work item. |
219 | RemoveWaiter(waiterEntry, false); | 243 | bool success = (0 == index); |
220 | } | 244 | |
221 | 245 | // The timeout variable is used only for readability. | |
222 | // Again readability | 246 | // (We treat cancel as timeout) |
223 | success = !timeout; | 247 | bool timeout = !success; |
224 | } | 248 | |
225 | 249 | // On timeout update the waiterEntry that it is timed out | |
226 | // On success return the work item | 250 | if (timeout) |
227 | if (success) | 251 | { |
228 | { | 252 | // The Timeout() fails if the waiter has already been signaled |
229 | workItem = waiterEntry.WorkItem; | 253 | timeout = waiterEntry.Timeout(); |
230 | 254 | ||
231 | if (null == workItem) | 255 | // On timeout remove the waiter from the queue. |
232 | { | 256 | // Note that the complexity is O(1). |
233 | workItem = _workItems.Dequeue() as WorkItem; | 257 | if(timeout) |
234 | } | 258 | { |
235 | } | 259 | RemoveWaiter(waiterEntry, false); |
236 | } | 260 | } |
237 | // On failure return null. | 261 | |
238 | return workItem; | 262 | // Again readability |
239 | } | 263 | success = !timeout; |
264 | } | ||
265 | |||
266 | // On success return the work item | ||
267 | if (success) | ||
268 | { | ||
269 | workItem = waiterEntry.WorkItem; | ||
270 | |||
271 | if (null == workItem) | ||
272 | { | ||
273 | workItem = _workItems.Dequeue() as WorkItem; | ||
274 | } | ||
275 | } | ||
276 | } | ||
277 | // On failure return null. | ||
278 | return workItem; | ||
279 | } | ||
240 | 280 | ||
241 | /// <summary> | 281 | /// <summary> |
242 | /// Cleanup the work items queue, hence no more work | 282 | /// Cleanup the work items queue, hence no more work |
243 | /// items are allowed to be queue | 283 | /// items are allowed to be queue |
244 | /// </summary> | 284 | /// </summary> |
245 | protected virtual void Cleanup() | 285 | private void Cleanup() |
246 | { | 286 | { |
247 | lock(this) | 287 | lock(this) |
248 | { | 288 | { |
@@ -271,301 +311,312 @@ namespace Amib.Threading.Internal | |||
271 | // Tell the waiters that they were timed out. | 311 | // Tell the waiters that they were timed out. |
272 | // It won't signal them to exit, but to ignore their | 312 | // It won't signal them to exit, but to ignore their |
273 | // next work item. | 313 | // next work item. |
274 | while(_waitersCount > 0) | 314 | while(_waitersCount > 0) |
275 | { | 315 | { |
276 | WaiterEntry waiterEntry = PopWaiter(); | 316 | WaiterEntry waiterEntry = PopWaiter(); |
277 | waiterEntry.Timeout(); | 317 | waiterEntry.Timeout(); |
278 | } | 318 | } |
279 | } | 319 | } |
280 | } | 320 | } |
281 | 321 | ||
282 | #endregion | 322 | public object[] GetStates() |
283 | |||
284 | #region Private methods | ||
285 | |||
286 | /// <summary> | ||
287 | /// Returns the WaiterEntry of the current thread | ||
288 | /// </summary> | ||
289 | /// <returns></returns> | ||
290 | /// In order to avoid creation and destuction of WaiterEntry | ||
291 | /// objects each thread has its own WaiterEntry object. | ||
292 | private WaiterEntry GetThreadWaiterEntry() | ||
293 | { | 323 | { |
294 | if (null == _waiterEntry) | 324 | lock (this) |
295 | { | 325 | { |
296 | _waiterEntry = new WaiterEntry(); | 326 | object[] states = new object[_workItems.Count]; |
327 | int i = 0; | ||
328 | foreach (WorkItem workItem in _workItems) | ||
329 | { | ||
330 | states[i] = workItem.GetWorkItemResult().State; | ||
331 | ++i; | ||
332 | } | ||
333 | return states; | ||
297 | } | 334 | } |
298 | _waiterEntry.Reset(); | ||
299 | return _waiterEntry; | ||
300 | } | 335 | } |
301 | 336 | ||
302 | #region Waiters stack methods | 337 | #endregion |
303 | 338 | ||
304 | /// <summary> | 339 | #region Private methods |
305 | /// Push a new waiter into the waiter's stack | 340 | |
306 | /// </summary> | 341 | /// <summary> |
307 | /// <param name="newWaiterEntry">A waiter to put in the stack</param> | 342 | /// Returns the WaiterEntry of the current thread |
308 | public void PushWaiter(WaiterEntry newWaiterEntry) | 343 | /// </summary> |
309 | { | 344 | /// <returns></returns> |
310 | // Remove the waiter if it is already in the stack and | 345 | /// In order to avoid creation and destuction of WaiterEntry |
311 | // update waiter's count as needed | 346 | /// objects each thread has its own WaiterEntry object. |
312 | RemoveWaiter(newWaiterEntry, false); | 347 | private static WaiterEntry GetThreadWaiterEntry() |
313 | 348 | { | |
314 | // If the stack is empty then newWaiterEntry is the new head of the stack | 349 | if (null == CurrentWaiterEntry) |
315 | if (null == _headWaiterEntry._nextWaiterEntry) | 350 | { |
316 | { | 351 | CurrentWaiterEntry = new WaiterEntry(); |
317 | _headWaiterEntry._nextWaiterEntry = newWaiterEntry; | 352 | } |
318 | newWaiterEntry._prevWaiterEntry = _headWaiterEntry; | 353 | CurrentWaiterEntry.Reset(); |
319 | 354 | return CurrentWaiterEntry; | |
320 | } | 355 | } |
321 | // If the stack is not empty then put newWaiterEntry as the new head | 356 | |
322 | // of the stack. | 357 | #region Waiters stack methods |
323 | else | 358 | |
324 | { | 359 | /// <summary> |
325 | // Save the old first waiter entry | 360 | /// Push a new waiter into the waiter's stack |
326 | WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry; | 361 | /// </summary> |
362 | /// <param name="newWaiterEntry">A waiter to put in the stack</param> | ||
363 | public void PushWaiter(WaiterEntry newWaiterEntry) | ||
364 | { | ||
365 | // Remove the waiter if it is already in the stack and | ||
366 | // update waiter's count as needed | ||
367 | RemoveWaiter(newWaiterEntry, false); | ||
368 | |||
369 | // If the stack is empty then newWaiterEntry is the new head of the stack | ||
370 | if (null == _headWaiterEntry._nextWaiterEntry) | ||
371 | { | ||
372 | _headWaiterEntry._nextWaiterEntry = newWaiterEntry; | ||
373 | newWaiterEntry._prevWaiterEntry = _headWaiterEntry; | ||
374 | |||
375 | } | ||
376 | // If the stack is not empty then put newWaiterEntry as the new head | ||
377 | // of the stack. | ||
378 | else | ||
379 | { | ||
380 | // Save the old first waiter entry | ||
381 | WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry; | ||
327 | 382 | ||
328 | // Update the links | 383 | // Update the links |
329 | _headWaiterEntry._nextWaiterEntry = newWaiterEntry; | 384 | _headWaiterEntry._nextWaiterEntry = newWaiterEntry; |
330 | newWaiterEntry._nextWaiterEntry = oldFirstWaiterEntry; | 385 | newWaiterEntry._nextWaiterEntry = oldFirstWaiterEntry; |
331 | newWaiterEntry._prevWaiterEntry = _headWaiterEntry; | 386 | newWaiterEntry._prevWaiterEntry = _headWaiterEntry; |
332 | oldFirstWaiterEntry._prevWaiterEntry = newWaiterEntry; | 387 | oldFirstWaiterEntry._prevWaiterEntry = newWaiterEntry; |
333 | } | 388 | } |
334 | 389 | ||
335 | // Increment the number of waiters | 390 | // Increment the number of waiters |
336 | ++_waitersCount; | 391 | ++_waitersCount; |
337 | } | 392 | } |
338 | 393 | ||
339 | /// <summary> | 394 | /// <summary> |
340 | /// Pop a waiter from the waiter's stack | 395 | /// Pop a waiter from the waiter's stack |
341 | /// </summary> | 396 | /// </summary> |
342 | /// <returns>Returns the first waiter in the stack</returns> | 397 | /// <returns>Returns the first waiter in the stack</returns> |
343 | private WaiterEntry PopWaiter() | 398 | private WaiterEntry PopWaiter() |
344 | { | 399 | { |
345 | // Store the current stack head | 400 | // Store the current stack head |
346 | WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry; | 401 | WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry; |
347 | 402 | ||
348 | // Store the new stack head | 403 | // Store the new stack head |
349 | WaiterEntry newHeadWaiterEntry = oldFirstWaiterEntry._nextWaiterEntry; | 404 | WaiterEntry newHeadWaiterEntry = oldFirstWaiterEntry._nextWaiterEntry; |
350 | 405 | ||
351 | // Update the old stack head list links and decrement the number | 406 | // Update the old stack head list links and decrement the number |
352 | // waiters. | 407 | // waiters. |
353 | RemoveWaiter(oldFirstWaiterEntry, true); | 408 | RemoveWaiter(oldFirstWaiterEntry, true); |
354 | 409 | ||
355 | // Update the new stack head | 410 | // Update the new stack head |
356 | _headWaiterEntry._nextWaiterEntry = newHeadWaiterEntry; | 411 | _headWaiterEntry._nextWaiterEntry = newHeadWaiterEntry; |
357 | if (null != newHeadWaiterEntry) | 412 | if (null != newHeadWaiterEntry) |
358 | { | 413 | { |
359 | newHeadWaiterEntry._prevWaiterEntry = _headWaiterEntry; | 414 | newHeadWaiterEntry._prevWaiterEntry = _headWaiterEntry; |
360 | } | 415 | } |
361 | 416 | ||
362 | // Return the old stack head | 417 | // Return the old stack head |
363 | return oldFirstWaiterEntry; | 418 | return oldFirstWaiterEntry; |
364 | } | 419 | } |
365 | 420 | ||
366 | /// <summary> | 421 | /// <summary> |
367 | /// Remove a waiter from the stack | 422 | /// Remove a waiter from the stack |
368 | /// </summary> | 423 | /// </summary> |
369 | /// <param name="waiterEntry">A waiter entry to remove</param> | 424 | /// <param name="waiterEntry">A waiter entry to remove</param> |
370 | /// <param name="popDecrement">If true the waiter count is always decremented</param> | 425 | /// <param name="popDecrement">If true the waiter count is always decremented</param> |
371 | private void RemoveWaiter(WaiterEntry waiterEntry, bool popDecrement) | 426 | private void RemoveWaiter(WaiterEntry waiterEntry, bool popDecrement) |
372 | { | 427 | { |
373 | // Store the prev entry in the list | 428 | // Store the prev entry in the list |
374 | WaiterEntry prevWaiterEntry = waiterEntry._prevWaiterEntry; | 429 | WaiterEntry prevWaiterEntry = waiterEntry._prevWaiterEntry; |
375 | 430 | ||
376 | // Store the next entry in the list | 431 | // Store the next entry in the list |
377 | WaiterEntry nextWaiterEntry = waiterEntry._nextWaiterEntry; | 432 | WaiterEntry nextWaiterEntry = waiterEntry._nextWaiterEntry; |
378 | 433 | ||
379 | // A flag to indicate if we need to decrement the waiters count. | 434 | // A flag to indicate if we need to decrement the waiters count. |
380 | // If we got here from PopWaiter then we must decrement. | 435 | // If we got here from PopWaiter then we must decrement. |
381 | // If we got here from PushWaiter then we decrement only if | 436 | // If we got here from PushWaiter then we decrement only if |
382 | // the waiter was already in the stack. | 437 | // the waiter was already in the stack. |
383 | bool decrementCounter = popDecrement; | 438 | bool decrementCounter = popDecrement; |
384 | 439 | ||
385 | // Null the waiter's entry links | 440 | // Null the waiter's entry links |
386 | waiterEntry._prevWaiterEntry = null; | 441 | waiterEntry._prevWaiterEntry = null; |
387 | waiterEntry._nextWaiterEntry = null; | 442 | waiterEntry._nextWaiterEntry = null; |
388 | 443 | ||
389 | // If the waiter entry had a prev link then update it. | 444 | // If the waiter entry had a prev link then update it. |
390 | // It also means that the waiter is already in the list and we | 445 | // It also means that the waiter is already in the list and we |
391 | // need to decrement the waiters count. | 446 | // need to decrement the waiters count. |
392 | if (null != prevWaiterEntry) | 447 | if (null != prevWaiterEntry) |
393 | { | 448 | { |
394 | prevWaiterEntry._nextWaiterEntry = nextWaiterEntry; | 449 | prevWaiterEntry._nextWaiterEntry = nextWaiterEntry; |
395 | decrementCounter = true; | 450 | decrementCounter = true; |
396 | } | 451 | } |
397 | 452 | ||
398 | // If the waiter entry had a next link then update it. | 453 | // If the waiter entry had a next link then update it. |
399 | // It also means that the waiter is already in the list and we | 454 | // It also means that the waiter is already in the list and we |
400 | // need to decrement the waiters count. | 455 | // need to decrement the waiters count. |
401 | if (null != nextWaiterEntry) | 456 | if (null != nextWaiterEntry) |
402 | { | 457 | { |
403 | nextWaiterEntry._prevWaiterEntry = prevWaiterEntry; | 458 | nextWaiterEntry._prevWaiterEntry = prevWaiterEntry; |
404 | decrementCounter = true; | 459 | decrementCounter = true; |
405 | } | 460 | } |
406 | 461 | ||
407 | // Decrement the waiters count if needed | 462 | // Decrement the waiters count if needed |
408 | if (decrementCounter) | 463 | if (decrementCounter) |
409 | { | 464 | { |
410 | --_waitersCount; | 465 | --_waitersCount; |
411 | } | 466 | } |
412 | } | 467 | } |
413 | 468 | ||
414 | #endregion | 469 | #endregion |
415 | 470 | ||
416 | #endregion | 471 | #endregion |
417 | 472 | ||
418 | #region WaiterEntry class | 473 | #region WaiterEntry class |
419 | 474 | ||
420 | // A waiter entry in the _waiters queue. | 475 | // A waiter entry in the _waiters queue. |
421 | public class WaiterEntry : IDisposable | 476 | public sealed class WaiterEntry : IDisposable |
422 | { | 477 | { |
423 | #region Member variables | 478 | #region Member variables |
424 | 479 | ||
425 | /// <summary> | 480 | /// <summary> |
426 | /// Event to signal the waiter that it got the work item. | 481 | /// Event to signal the waiter that it got the work item. |
427 | /// </summary> | 482 | /// </summary> |
428 | private AutoResetEvent _waitHandle = new AutoResetEvent(false); | 483 | //private AutoResetEvent _waitHandle = new AutoResetEvent(false); |
429 | 484 | private AutoResetEvent _waitHandle = EventWaitHandleFactory.CreateAutoResetEvent(); | |
430 | /// <summary> | 485 | |
431 | /// Flag to know if this waiter already quited from the queue | 486 | /// <summary> |
432 | /// because of a timeout. | 487 | /// Flag to know if this waiter already quited from the queue |
433 | /// </summary> | 488 | /// because of a timeout. |
434 | private bool _isTimedout = false; | 489 | /// </summary> |
435 | 490 | private bool _isTimedout = false; | |
436 | /// <summary> | 491 | |
437 | /// Flag to know if the waiter was signaled and got a work item. | 492 | /// <summary> |
438 | /// </summary> | 493 | /// Flag to know if the waiter was signaled and got a work item. |
439 | private bool _isSignaled = false; | 494 | /// </summary> |
495 | private bool _isSignaled = false; | ||
440 | 496 | ||
441 | /// <summary> | 497 | /// <summary> |
442 | /// A work item that passed directly to the waiter withou going | 498 | /// A work item that passed directly to the waiter withou going |
443 | /// through the queue | 499 | /// through the queue |
444 | /// </summary> | 500 | /// </summary> |
445 | private WorkItem _workItem = null; | 501 | private WorkItem _workItem = null; |
446 | 502 | ||
447 | private bool _isDisposed = false; | 503 | private bool _isDisposed = false; |
448 | 504 | ||
449 | // Linked list members | 505 | // Linked list members |
450 | internal WaiterEntry _nextWaiterEntry = null; | 506 | internal WaiterEntry _nextWaiterEntry = null; |
451 | internal WaiterEntry _prevWaiterEntry = null; | 507 | internal WaiterEntry _prevWaiterEntry = null; |
452 | 508 | ||
453 | #endregion | 509 | #endregion |
454 | 510 | ||
455 | #region Construction | 511 | #region Construction |
456 | 512 | ||
457 | public WaiterEntry() | 513 | public WaiterEntry() |
458 | { | 514 | { |
459 | Reset(); | 515 | Reset(); |
460 | } | 516 | } |
461 | 517 | ||
462 | #endregion | 518 | #endregion |
463 | 519 | ||
464 | #region Public methods | 520 | #region Public methods |
465 | 521 | ||
466 | public WaitHandle WaitHandle | 522 | public WaitHandle WaitHandle |
467 | { | 523 | { |
468 | get { return _waitHandle; } | 524 | get { return _waitHandle; } |
469 | } | 525 | } |
470 | 526 | ||
471 | public WorkItem WorkItem | 527 | public WorkItem WorkItem |
472 | { | 528 | { |
473 | get | 529 | get |
474 | { | 530 | { |
475 | lock(this) | 531 | return _workItem; |
476 | { | 532 | } |
477 | return _workItem; | 533 | } |
478 | } | 534 | |
479 | } | 535 | /// <summary> |
480 | } | 536 | /// Signal the waiter that it got a work item. |
481 | 537 | /// </summary> | |
482 | /// <summary> | 538 | /// <returns>Return true on success</returns> |
483 | /// Signal the waiter that it got a work item. | 539 | /// The method fails if Timeout() preceded its call |
484 | /// </summary> | 540 | public bool Signal(WorkItem workItem) |
485 | /// <returns>Return true on success</returns> | 541 | { |
486 | /// The method fails if Timeout() preceded its call | 542 | lock(this) |
487 | public bool Signal(WorkItem workItem) | 543 | { |
488 | { | 544 | if (!_isTimedout) |
489 | lock(this) | 545 | { |
490 | { | 546 | _workItem = workItem; |
491 | if (!_isTimedout) | 547 | _isSignaled = true; |
492 | { | 548 | _waitHandle.Set(); |
493 | _workItem = workItem; | 549 | return true; |
494 | _isSignaled = true; | 550 | } |
495 | _waitHandle.Set(); | 551 | } |
496 | return true; | 552 | return false; |
497 | } | 553 | } |
498 | } | 554 | |
499 | return false; | 555 | /// <summary> |
500 | } | 556 | /// Mark the wait entry that it has been timed out |
501 | 557 | /// </summary> | |
502 | /// <summary> | 558 | /// <returns>Return true on success</returns> |
503 | /// Mark the wait entry that it has been timed out | 559 | /// The method fails if Signal() preceded its call |
504 | /// </summary> | 560 | public bool Timeout() |
505 | /// <returns>Return true on success</returns> | 561 | { |
506 | /// The method fails if Signal() preceded its call | 562 | lock(this) |
507 | public bool Timeout() | 563 | { |
508 | { | 564 | // Time out can happen only if the waiter wasn't marked as |
509 | lock(this) | 565 | // signaled |
566 | if (!_isSignaled) | ||
567 | { | ||
568 | // We don't remove the waiter from the queue, the DequeueWorkItem | ||
569 | // method skips _waiters that were timed out. | ||
570 | _isTimedout = true; | ||
571 | return true; | ||
572 | } | ||
573 | } | ||
574 | return false; | ||
575 | } | ||
576 | |||
577 | /// <summary> | ||
578 | /// Reset the wait entry so it can be used again | ||
579 | /// </summary> | ||
580 | public void Reset() | ||
581 | { | ||
582 | _workItem = null; | ||
583 | _isTimedout = false; | ||
584 | _isSignaled = false; | ||
585 | _waitHandle.Reset(); | ||
586 | } | ||
587 | |||
588 | /// <summary> | ||
589 | /// Free resources | ||
590 | /// </summary> | ||
591 | public void Close() | ||
592 | { | ||
593 | if (null != _waitHandle) | ||
594 | { | ||
595 | _waitHandle.Close(); | ||
596 | _waitHandle = null; | ||
597 | } | ||
598 | } | ||
599 | |||
600 | #endregion | ||
601 | |||
602 | #region IDisposable Members | ||
603 | |||
604 | public void Dispose() | ||
605 | { | ||
606 | lock (this) | ||
510 | { | 607 | { |
511 | // Time out can happen only if the waiter wasn't marked as | 608 | if (!_isDisposed) |
512 | // signaled | ||
513 | if (!_isSignaled) | ||
514 | { | 609 | { |
515 | // We don't remove the waiter from the queue, the DequeueWorkItem | 610 | Close(); |
516 | // method skips _waiters that were timed out. | ||
517 | _isTimedout = true; | ||
518 | return true; | ||
519 | } | 611 | } |
520 | } | ||
521 | return false; | ||
522 | } | ||
523 | |||
524 | /// <summary> | ||
525 | /// Reset the wait entry so it can be used again | ||
526 | /// </summary> | ||
527 | public void Reset() | ||
528 | { | ||
529 | _workItem = null; | ||
530 | _isTimedout = false; | ||
531 | _isSignaled = false; | ||
532 | _waitHandle.Reset(); | ||
533 | } | ||
534 | |||
535 | /// <summary> | ||
536 | /// Free resources | ||
537 | /// </summary> | ||
538 | public void Close() | ||
539 | { | ||
540 | if (null != _waitHandle) | ||
541 | { | ||
542 | _waitHandle.Close(); | ||
543 | _waitHandle = null; | ||
544 | } | ||
545 | } | ||
546 | |||
547 | #endregion | ||
548 | |||
549 | #region IDisposable Members | ||
550 | |||
551 | public void Dispose() | ||
552 | { | ||
553 | if (!_isDisposed) | ||
554 | { | ||
555 | Close(); | ||
556 | _isDisposed = true; | 612 | _isDisposed = true; |
557 | } | 613 | } |
558 | } | 614 | } |
559 | 615 | ||
560 | ~WaiterEntry() | 616 | #endregion |
561 | { | 617 | } |
562 | Dispose(); | ||
563 | } | ||
564 | 618 | ||
565 | #endregion | 619 | #endregion |
566 | } | ||
567 | |||
568 | #endregion | ||
569 | 620 | ||
570 | #region IDisposable Members | 621 | #region IDisposable Members |
571 | 622 | ||
@@ -574,14 +625,8 @@ namespace Amib.Threading.Internal | |||
574 | if (!_isDisposed) | 625 | if (!_isDisposed) |
575 | { | 626 | { |
576 | Cleanup(); | 627 | Cleanup(); |
577 | _isDisposed = true; | ||
578 | GC.SuppressFinalize(this); | ||
579 | } | 628 | } |
580 | } | 629 | _isDisposed = true; |
581 | |||
582 | ~WorkItemsQueue() | ||
583 | { | ||
584 | Cleanup(); | ||
585 | } | 630 | } |
586 | 631 | ||
587 | private void ValidateNotDisposed() | 632 | private void ValidateNotDisposed() |
@@ -595,6 +640,6 @@ namespace Amib.Threading.Internal | |||
595 | #endregion | 640 | #endregion |
596 | } | 641 | } |
597 | 642 | ||
598 | #endregion | 643 | #endregion |
599 | } | 644 | } |
600 | 645 | ||
diff --git a/bin/Robust.HG.ini.example b/bin/Robust.HG.ini.example index 581c31d..fee2a87 100644 --- a/bin/Robust.HG.ini.example +++ b/bin/Robust.HG.ini.example | |||
@@ -21,18 +21,21 @@ | |||
21 | ; * [[<ConfigName>@]<port>/]<dll name>[:<class name>] | 21 | ; * [[<ConfigName>@]<port>/]<dll name>[:<class name>] |
22 | ; * | 22 | ; * |
23 | [Startup] | 23 | [Startup] |
24 | 24 | ; Place to create a PID file | |
25 | ; Plugin Registry Location | 25 | ; If no path if specified then a PID file is not created. |
26 | ; Set path to directory for plugin registry. Information | 26 | ; PIDFile = "/tmp/my.pid" |
27 | ; about the registered repositories and installed plugins | 27 | |
28 | ; will be stored here | 28 | ; Plugin Registry Location |
29 | ; The Robust.exe process must have R/W access to the location | 29 | ; Set path to directory for plugin registry. Information |
30 | RegistryLocation = "." | 30 | ; about the registered repositories and installed plugins |
31 | 31 | ; will be stored here | |
32 | ; Modular configurations | 32 | ; The Robust.exe process must have R/W access to the location |
33 | ; Set path to directory for modular ini files... | 33 | RegistryLocation = "." |
34 | ; The Robust.exe process must have R/W access to the location | 34 | |
35 | ConfigDirectory = "/home/opensim/etc/Configs" | 35 | ; Modular configurations |
36 | ; Set path to directory for modular ini files... | ||
37 | ; The Robust.exe process must have R/W access to the location | ||
38 | ConfigDirectory = "." | ||
36 | 39 | ||
37 | [ServiceList] | 40 | [ServiceList] |
38 | 41 | ||
diff --git a/bin/Robust.ini.example b/bin/Robust.ini.example index b98132e..2d5aa8c 100644 --- a/bin/Robust.ini.example +++ b/bin/Robust.ini.example | |||
@@ -13,19 +13,21 @@ | |||
13 | ; * [[<ConfigName>@]<port>/]<dll name>[:<class name>] | 13 | ; * [[<ConfigName>@]<port>/]<dll name>[:<class name>] |
14 | ; * | 14 | ; * |
15 | [Startup] | 15 | [Startup] |
16 | 16 | ; Place to create a PID file | |
17 | ; Plugin Registry Location | 17 | ; If no path if specified then a PID file is not created. |
18 | ; Set path to directory for plugin registry. Information | 18 | ; PIDFile = "/tmp/my.pid" |
19 | ; about the registered repositories and installed plugins | 19 | |
20 | ; will be stored here | 20 | ; Plugin Registry Location |
21 | ; The Robust.exe process must have R/W access to the location | 21 | ; Set path to directory for plugin registry. Information |
22 | RegistryLocation = "." | 22 | ; about the registered repositories and installed plugins |
23 | 23 | ; will be stored here | |
24 | 24 | ; The Robust.exe process must have R/W access to the location | |
25 | ; Modular configurations | 25 | RegistryLocation = "." |
26 | ; Set path to directory for modular ini files... | 26 | |
27 | ; The Robust.exe process must have R/W access to the location | 27 | ; Modular configurations |
28 | ConfigDirectory = "/home/opensim/etc/Configs" | 28 | ; Set path to directory for modular ini files... |
29 | ; The Robust.exe process must have R/W access to the location | ||
30 | ConfigDirectory = "." | ||
29 | 31 | ||
30 | [ServiceList] | 32 | [ServiceList] |
31 | AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector" | 33 | AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector" |
diff --git a/prebuild.xml b/prebuild.xml index 29d7c90..9fbe08b 100644 --- a/prebuild.xml +++ b/prebuild.xml | |||
@@ -3055,6 +3055,7 @@ | |||
3055 | <Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/> | 3055 | <Match path="Avatar/AvatarFactory/Tests" pattern="*.cs" recurse="true"/> |
3056 | <Match path="Avatar/Friends/Tests" pattern="*.cs" recurse="true"/> | 3056 | <Match path="Avatar/Friends/Tests" pattern="*.cs" recurse="true"/> |
3057 | <Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/> | 3057 | <Match path="Avatar/Inventory/Archiver/Tests" pattern="*.cs" recurse="true"/> |
3058 | <Match path="Avatar/Inventory/Transfer/Tests" pattern="*.cs" recurse="true"/> | ||
3058 | <Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/> | 3059 | <Match path="Framework/InventoryAccess/Tests" pattern="*.cs" recurse="true"/> |
3059 | <Match path="Scripting/VectorRender/Tests" pattern="*.cs" recurse="true"/> | 3060 | <Match path="Scripting/VectorRender/Tests" pattern="*.cs" recurse="true"/> |
3060 | <Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/> | 3061 | <Match path="World/Archiver/Tests" pattern="*.cs" recurse="true"/> |