diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs new file mode 100644 index 0000000..62194df --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs | |||
@@ -0,0 +1,363 @@ | |||
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; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Threading; | ||
33 | using libsecondlife; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Environment.Scenes.Scripting; | ||
36 | |||
37 | namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase | ||
38 | { | ||
39 | /// <summary> | ||
40 | /// EventQueueManager handles event queues | ||
41 | /// Events are queued and executed in separate thread | ||
42 | /// </summary> | ||
43 | [Serializable] | ||
44 | public class EventQueueManager | ||
45 | { | ||
46 | |||
47 | // | ||
48 | // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine". | ||
49 | // | ||
50 | // Class purpose is to queue and execute functions that are received by "EventManager": | ||
51 | // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution. | ||
52 | // - allowing us to prioritize and control execution of script functions. | ||
53 | // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety. | ||
54 | // | ||
55 | // 1. Hold an execution queue for scripts | ||
56 | // 2. Use threads to process queue, each thread executes one script function on each pass. | ||
57 | // 3. Catch any script error and process it | ||
58 | // | ||
59 | // | ||
60 | // Notes: | ||
61 | // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts. | ||
62 | // Not noticeable unless server is under high load. | ||
63 | // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet, | ||
64 | // increase number of threads to allow more concurrent script executions in OpenSim. | ||
65 | // | ||
66 | |||
67 | |||
68 | /// <summary> | ||
69 | /// List of threads processing event queue | ||
70 | /// </summary> | ||
71 | private List<Thread> eventQueueThreads = new List<Thread>(); | ||
72 | |||
73 | private object queueLock = new object(); // Mutex lock object | ||
74 | |||
75 | /// <summary> | ||
76 | /// How many ms to sleep if queue is empty | ||
77 | /// </summary> | ||
78 | private int nothingToDoSleepms = 50; | ||
79 | |||
80 | /// <summary> | ||
81 | /// How many threads to process queue with | ||
82 | /// </summary> | ||
83 | private int numberOfThreads = 2; | ||
84 | |||
85 | /// <summary> | ||
86 | /// Queue containing events waiting to be executed | ||
87 | /// </summary> | ||
88 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); | ||
89 | |||
90 | /// <summary> | ||
91 | /// Queue item structure | ||
92 | /// </summary> | ||
93 | private struct QueueItemStruct | ||
94 | { | ||
95 | public uint localID; | ||
96 | public LLUUID itemID; | ||
97 | public string functionName; | ||
98 | public object[] param; | ||
99 | } | ||
100 | |||
101 | /// <summary> | ||
102 | /// List of localID locks for mutex processing of script events | ||
103 | /// </summary> | ||
104 | private List<uint> objectLocks = new List<uint>(); | ||
105 | |||
106 | private object tryLockLock = new object(); // Mutex lock object | ||
107 | |||
108 | private ScriptEngine m_ScriptEngine; | ||
109 | |||
110 | public EventQueueManager(ScriptEngine _ScriptEngine) | ||
111 | { | ||
112 | m_ScriptEngine = _ScriptEngine; | ||
113 | |||
114 | // | ||
115 | // Start event queue processing threads (worker threads) | ||
116 | // | ||
117 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) | ||
118 | { | ||
119 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); | ||
120 | eventQueueThreads.Add(EventQueueThread); | ||
121 | EventQueueThread.IsBackground = true; | ||
122 | EventQueueThread.Priority = ThreadPriority.BelowNormal; | ||
123 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | ||
124 | EventQueueThread.Start(); | ||
125 | } | ||
126 | } | ||
127 | |||
128 | ~EventQueueManager() | ||
129 | { | ||
130 | // Kill worker threads | ||
131 | foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads)) | ||
132 | { | ||
133 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | ||
134 | { | ||
135 | try | ||
136 | { | ||
137 | EventQueueThread.Abort(); | ||
138 | EventQueueThread.Join(); | ||
139 | } | ||
140 | catch (Exception) | ||
141 | { | ||
142 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); | ||
143 | } | ||
144 | } | ||
145 | } | ||
146 | eventQueueThreads.Clear(); | ||
147 | // Todo: Clean up our queues | ||
148 | eventQueue.Clear(); | ||
149 | } | ||
150 | |||
151 | /// <summary> | ||
152 | /// Queue processing thread loop | ||
153 | /// </summary> | ||
154 | private void EventQueueThreadLoop() | ||
155 | { | ||
156 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); | ||
157 | try | ||
158 | { | ||
159 | QueueItemStruct BlankQIS = new QueueItemStruct(); | ||
160 | while (true) | ||
161 | { | ||
162 | try | ||
163 | { | ||
164 | QueueItemStruct QIS = BlankQIS; | ||
165 | bool GotItem = false; | ||
166 | |||
167 | if (eventQueue.Count == 0) | ||
168 | { | ||
169 | // Nothing to do? Sleep a bit waiting for something to do | ||
170 | Thread.Sleep(nothingToDoSleepms); | ||
171 | } | ||
172 | else | ||
173 | { | ||
174 | // Something in queue, process | ||
175 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | ||
176 | |||
177 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | ||
178 | lock (queueLock) | ||
179 | { | ||
180 | GotItem = false; | ||
181 | for (int qc = 0; qc < eventQueue.Count; qc++) | ||
182 | { | ||
183 | // Get queue item | ||
184 | QIS = eventQueue.Dequeue(); | ||
185 | |||
186 | // Check if object is being processed by someone else | ||
187 | if (TryLock(QIS.localID) == false) | ||
188 | { | ||
189 | // Object is already being processed, requeue it | ||
190 | eventQueue.Enqueue(QIS); | ||
191 | } | ||
192 | else | ||
193 | { | ||
194 | // We have lock on an object and can process it | ||
195 | GotItem = true; | ||
196 | break; | ||
197 | } | ||
198 | } // go through queue | ||
199 | } // lock | ||
200 | |||
201 | if (GotItem == true) | ||
202 | { | ||
203 | // Execute function | ||
204 | try | ||
205 | { | ||
206 | #if DEBUG | ||
207 | m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" | ||
208 | + "QIS.localID: " + QIS.localID | ||
209 | + ", QIS.itemID: " + QIS.itemID | ||
210 | + ", QIS.functionName: " + QIS.functionName); | ||
211 | #endif | ||
212 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, | ||
213 | QIS.functionName, QIS.param); | ||
214 | } | ||
215 | catch (Exception e) | ||
216 | { | ||
217 | // DISPLAY ERROR INWORLD | ||
218 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; | ||
219 | //if (e.InnerException != null) | ||
220 | //{ | ||
221 | // Send inner exception | ||
222 | text += e.InnerException.Message.ToString(); | ||
223 | //} | ||
224 | //else | ||
225 | //{ | ||
226 | text += "\r\n"; | ||
227 | // Send normal | ||
228 | text += e.Message.ToString(); | ||
229 | //} | ||
230 | try | ||
231 | { | ||
232 | if (text.Length > 1500) | ||
233 | text = text.Substring(0, 1500); | ||
234 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | ||
235 | //if (m_host != null) | ||
236 | //{ | ||
237 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, | ||
238 | m_host.AbsolutePosition, m_host.Name, m_host.UUID); | ||
239 | } | ||
240 | catch | ||
241 | { | ||
242 | //} | ||
243 | //else | ||
244 | //{ | ||
245 | // T oconsole | ||
246 | m_ScriptEngine.Log.Error("ScriptEngine", | ||
247 | "Unable to send text in-world:\r\n" + text); | ||
248 | } | ||
249 | } | ||
250 | finally | ||
251 | { | ||
252 | ReleaseLock(QIS.localID); | ||
253 | } | ||
254 | } | ||
255 | } // Something in queue | ||
256 | } | ||
257 | catch (ThreadAbortException tae) | ||
258 | { | ||
259 | throw tae; | ||
260 | } | ||
261 | catch (Exception e) | ||
262 | { | ||
263 | m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); | ||
264 | } | ||
265 | } // while | ||
266 | } // try | ||
267 | catch (ThreadAbortException) | ||
268 | { | ||
269 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); | ||
270 | } | ||
271 | } | ||
272 | |||
273 | /// <summary> | ||
274 | /// Try to get a mutex lock on localID | ||
275 | /// </summary> | ||
276 | /// <param name="localID"></param> | ||
277 | /// <returns></returns> | ||
278 | private bool TryLock(uint localID) | ||
279 | { | ||
280 | lock (tryLockLock) | ||
281 | { | ||
282 | if (objectLocks.Contains(localID) == true) | ||
283 | { | ||
284 | return false; | ||
285 | } | ||
286 | else | ||
287 | { | ||
288 | objectLocks.Add(localID); | ||
289 | return true; | ||
290 | } | ||
291 | } | ||
292 | } | ||
293 | |||
294 | /// <summary> | ||
295 | /// Release mutex lock on localID | ||
296 | /// </summary> | ||
297 | /// <param name="localID"></param> | ||
298 | private void ReleaseLock(uint localID) | ||
299 | { | ||
300 | lock (tryLockLock) | ||
301 | { | ||
302 | if (objectLocks.Contains(localID) == true) | ||
303 | { | ||
304 | objectLocks.Remove(localID); | ||
305 | } | ||
306 | } | ||
307 | } | ||
308 | |||
309 | |||
310 | /// <summary> | ||
311 | /// Add event to event execution queue | ||
312 | /// </summary> | ||
313 | /// <param name="localID"></param> | ||
314 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | ||
315 | /// <param name="param">Array of parameters to match event mask</param> | ||
316 | public void AddToObjectQueue(uint localID, string FunctionName, params object[] param) | ||
317 | { | ||
318 | // Determine all scripts in Object and add to their queue | ||
319 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); | ||
320 | |||
321 | |||
322 | // Do we have any scripts in this object at all? If not, return | ||
323 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) | ||
324 | { | ||
325 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); | ||
326 | return; | ||
327 | } | ||
328 | |||
329 | Dictionary<LLUUID, IScript>.KeyCollection scriptKeys = | ||
330 | m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); | ||
331 | |||
332 | foreach (LLUUID itemID in scriptKeys) | ||
333 | { | ||
334 | // Add to each script in that object | ||
335 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? | ||
336 | AddToScriptQueue(localID, itemID, FunctionName, param); | ||
337 | } | ||
338 | } | ||
339 | |||
340 | /// <summary> | ||
341 | /// Add event to event execution queue | ||
342 | /// </summary> | ||
343 | /// <param name="localID"></param> | ||
344 | /// <param name="itemID"></param> | ||
345 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | ||
346 | /// <param name="param">Array of parameters to match event mask</param> | ||
347 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param) | ||
348 | { | ||
349 | lock (queueLock) | ||
350 | { | ||
351 | // Create a structure and add data | ||
352 | QueueItemStruct QIS = new QueueItemStruct(); | ||
353 | QIS.localID = localID; | ||
354 | QIS.itemID = itemID; | ||
355 | QIS.functionName = FunctionName; | ||
356 | QIS.param = param; | ||
357 | |||
358 | // Add it to queue | ||
359 | eventQueue.Enqueue(QIS); | ||
360 | } | ||
361 | } | ||
362 | } | ||
363 | } \ No newline at end of file | ||