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-rw-r--r-- | OpenSim/Grid/ScriptEngine/DotNetEngine/EventQueueManager.cs | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/OpenSim/Grid/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Grid/ScriptEngine/DotNetEngine/EventQueueManager.cs new file mode 100644 index 0000000..8ee005a --- /dev/null +++ b/OpenSim/Grid/ScriptEngine/DotNetEngine/EventQueueManager.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | */ | ||
28 | /* Original code: Tedd Hansen */ | ||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | using System.Threading; | ||
33 | using System.Reflection; | ||
34 | using OpenSim.Region.Environment.Scenes.Scripting; | ||
35 | using libsecondlife; | ||
36 | using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler.LSL; | ||
37 | |||
38 | namespace OpenSim.Grid.ScriptEngine.DotNetEngine | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// EventQueueManager handles event queues | ||
42 | /// Events are queued and executed in separate thread | ||
43 | /// </summary> | ||
44 | [Serializable] | ||
45 | class EventQueueManager | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// List of threads processing event queue | ||
49 | /// </summary> | ||
50 | private List<Thread> eventQueueThreads = new List<Thread>(); | ||
51 | private object queueLock = new object(); // Mutex lock object | ||
52 | /// <summary> | ||
53 | /// How many ms to sleep if queue is empty | ||
54 | /// </summary> | ||
55 | private int nothingToDoSleepms = 50; | ||
56 | /// <summary> | ||
57 | /// How many threads to process queue with | ||
58 | /// </summary> | ||
59 | private int numberOfThreads = 2; | ||
60 | /// <summary> | ||
61 | /// Queue containing events waiting to be executed | ||
62 | /// </summary> | ||
63 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); | ||
64 | /// <summary> | ||
65 | /// Queue item structure | ||
66 | /// </summary> | ||
67 | private struct QueueItemStruct | ||
68 | { | ||
69 | public uint localID; | ||
70 | public LLUUID itemID; | ||
71 | public string functionName; | ||
72 | public object[] param; | ||
73 | } | ||
74 | |||
75 | /// <summary> | ||
76 | /// List of localID locks for mutex processing of script events | ||
77 | /// </summary> | ||
78 | private List<uint> objectLocks = new List<uint>(); | ||
79 | private object tryLockLock = new object(); // Mutex lock object | ||
80 | |||
81 | private ScriptEngine m_ScriptEngine; | ||
82 | public EventQueueManager(ScriptEngine _ScriptEngine) | ||
83 | { | ||
84 | m_ScriptEngine = _ScriptEngine; | ||
85 | |||
86 | // | ||
87 | // Start event queue processing threads (worker threads) | ||
88 | // | ||
89 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) | ||
90 | { | ||
91 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); | ||
92 | eventQueueThreads.Add(EventQueueThread); | ||
93 | EventQueueThread.IsBackground = true; | ||
94 | EventQueueThread.Priority = ThreadPriority.BelowNormal; | ||
95 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | ||
96 | EventQueueThread.Start(); | ||
97 | } | ||
98 | } | ||
99 | ~EventQueueManager() | ||
100 | { | ||
101 | |||
102 | // Kill worker threads | ||
103 | foreach (Thread EventQueueThread in new System.Collections.ArrayList(eventQueueThreads)) | ||
104 | { | ||
105 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | ||
106 | { | ||
107 | try | ||
108 | { | ||
109 | EventQueueThread.Abort(); | ||
110 | EventQueueThread.Join(); | ||
111 | } | ||
112 | catch (Exception) | ||
113 | { | ||
114 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); | ||
115 | } | ||
116 | } | ||
117 | } | ||
118 | eventQueueThreads.Clear(); | ||
119 | // Todo: Clean up our queues | ||
120 | eventQueue.Clear(); | ||
121 | |||
122 | } | ||
123 | |||
124 | /// <summary> | ||
125 | /// Queue processing thread loop | ||
126 | /// </summary> | ||
127 | private void EventQueueThreadLoop() | ||
128 | { | ||
129 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); | ||
130 | try | ||
131 | { | ||
132 | QueueItemStruct BlankQIS = new QueueItemStruct(); | ||
133 | while (true) | ||
134 | { | ||
135 | try | ||
136 | { | ||
137 | QueueItemStruct QIS = BlankQIS; | ||
138 | bool GotItem = false; | ||
139 | |||
140 | if (eventQueue.Count == 0) | ||
141 | { | ||
142 | // Nothing to do? Sleep a bit waiting for something to do | ||
143 | Thread.Sleep(nothingToDoSleepms); | ||
144 | } | ||
145 | else | ||
146 | { | ||
147 | // Something in queue, process | ||
148 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | ||
149 | |||
150 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | ||
151 | lock (queueLock) | ||
152 | { | ||
153 | GotItem = false; | ||
154 | for (int qc = 0; qc < eventQueue.Count; qc++) | ||
155 | { | ||
156 | // Get queue item | ||
157 | QIS = eventQueue.Dequeue(); | ||
158 | |||
159 | // Check if object is being processed by someone else | ||
160 | if (TryLock(QIS.localID) == false) | ||
161 | { | ||
162 | // Object is already being processed, requeue it | ||
163 | eventQueue.Enqueue(QIS); | ||
164 | } | ||
165 | else | ||
166 | { | ||
167 | // We have lock on an object and can process it | ||
168 | GotItem = true; | ||
169 | break; | ||
170 | } | ||
171 | } // go through queue | ||
172 | } // lock | ||
173 | |||
174 | if (GotItem == true) | ||
175 | { | ||
176 | // Execute function | ||
177 | try | ||
178 | { | ||
179 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.functionName, QIS.param); | ||
180 | } | ||
181 | catch (Exception e) | ||
182 | { | ||
183 | // DISPLAY ERROR INWORLD | ||
184 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; | ||
185 | if (e.InnerException != null) | ||
186 | { // Send inner exception | ||
187 | text += e.InnerException.Message.ToString(); | ||
188 | } | ||
189 | else | ||
190 | { // Send normal | ||
191 | text += e.Message.ToString(); | ||
192 | } | ||
193 | try | ||
194 | { | ||
195 | if (text.Length > 1500) | ||
196 | text = text.Substring(0, 1500); | ||
197 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | ||
198 | //if (m_host != null) | ||
199 | //{ | ||
200 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), 1, 0, m_host.AbsolutePosition, m_host.Name, m_host.UUID); | ||
201 | } catch { | ||
202 | //} | ||
203 | //else | ||
204 | //{ | ||
205 | // T oconsole | ||
206 | Console.WriteLine("Unable to send text in-world:\r\n" + text); | ||
207 | } | ||
208 | |||
209 | } | ||
210 | finally | ||
211 | { | ||
212 | ReleaseLock(QIS.localID); | ||
213 | } | ||
214 | } | ||
215 | |||
216 | } // Something in queue | ||
217 | } catch (ThreadAbortException tae) { | ||
218 | throw tae; | ||
219 | } catch (Exception e) { | ||
220 | Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString()); | ||
221 | } | ||
222 | } // while | ||
223 | } // try | ||
224 | catch (ThreadAbortException) | ||
225 | { | ||
226 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); | ||
227 | } | ||
228 | } | ||
229 | |||
230 | /// <summary> | ||
231 | /// Try to get a mutex lock on localID | ||
232 | /// </summary> | ||
233 | /// <param name="localID"></param> | ||
234 | /// <returns></returns> | ||
235 | private bool TryLock(uint localID) | ||
236 | { | ||
237 | lock (tryLockLock) | ||
238 | { | ||
239 | if (objectLocks.Contains(localID) == true) | ||
240 | { | ||
241 | return false; | ||
242 | } | ||
243 | else | ||
244 | { | ||
245 | objectLocks.Add(localID); | ||
246 | return true; | ||
247 | } | ||
248 | } | ||
249 | } | ||
250 | |||
251 | /// <summary> | ||
252 | /// Release mutex lock on localID | ||
253 | /// </summary> | ||
254 | /// <param name="localID"></param> | ||
255 | private void ReleaseLock(uint localID) | ||
256 | { | ||
257 | lock (tryLockLock) | ||
258 | { | ||
259 | if (objectLocks.Contains(localID) == true) | ||
260 | { | ||
261 | objectLocks.Remove(localID); | ||
262 | } | ||
263 | } | ||
264 | } | ||
265 | |||
266 | |||
267 | /// <summary> | ||
268 | /// Add event to event execution queue | ||
269 | /// </summary> | ||
270 | /// <param name="localID"></param> | ||
271 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | ||
272 | /// <param name="param">Array of parameters to match event mask</param> | ||
273 | public void AddToObjectQueue(uint localID, string FunctionName, object[] param) | ||
274 | { | ||
275 | // Determine all scripts in Object and add to their queue | ||
276 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); | ||
277 | |||
278 | |||
279 | // Do we have any scripts in this object at all? If not, return | ||
280 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) | ||
281 | { | ||
282 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); | ||
283 | return; | ||
284 | } | ||
285 | |||
286 | Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); | ||
287 | |||
288 | foreach ( LLUUID itemID in scriptKeys ) | ||
289 | { | ||
290 | // Add to each script in that object | ||
291 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? | ||
292 | AddToScriptQueue(localID, itemID, FunctionName, param); | ||
293 | } | ||
294 | |||
295 | } | ||
296 | |||
297 | /// <summary> | ||
298 | /// Add event to event execution queue | ||
299 | /// </summary> | ||
300 | /// <param name="localID"></param> | ||
301 | /// <param name="itemID"></param> | ||
302 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | ||
303 | /// <param name="param">Array of parameters to match event mask</param> | ||
304 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param) | ||
305 | { | ||
306 | lock (queueLock) | ||
307 | { | ||
308 | // Create a structure and add data | ||
309 | QueueItemStruct QIS = new QueueItemStruct(); | ||
310 | QIS.localID = localID; | ||
311 | QIS.itemID = itemID; | ||
312 | QIS.functionName = FunctionName; | ||
313 | QIS.param = param; | ||
314 | |||
315 | // Add it to queue | ||
316 | eventQueue.Enqueue(QIS); | ||
317 | } | ||
318 | } | ||
319 | |||
320 | } | ||
321 | } | ||