diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs new file mode 100644 index 0000000..ad79fbc --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs | |||
@@ -0,0 +1,201 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using System.Threading; | ||
5 | using libsecondlife; | ||
6 | using OpenSim.Framework; | ||
7 | using OpenSim.Region.Environment.Scenes.Scripting; | ||
8 | |||
9 | namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase | ||
10 | { | ||
11 | /// <summary> | ||
12 | /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class | ||
13 | /// </summary> | ||
14 | public class EventQueueThreadClass | ||
15 | { | ||
16 | /// <summary> | ||
17 | /// How many ms to sleep if queue is empty | ||
18 | /// </summary> | ||
19 | private int nothingToDoSleepms = 50; | ||
20 | |||
21 | public DateTime LastExecutionStarted; | ||
22 | public bool InExecution = false; | ||
23 | |||
24 | private EventQueueManager eventQueueManager; | ||
25 | public Thread EventQueueThread; | ||
26 | private static int ThreadCount = 0; | ||
27 | |||
28 | public EventQueueThreadClass(EventQueueManager eqm) | ||
29 | { | ||
30 | eventQueueManager = eqm; | ||
31 | Start(); | ||
32 | } | ||
33 | |||
34 | ~EventQueueThreadClass() | ||
35 | { | ||
36 | Shutdown(); | ||
37 | } | ||
38 | |||
39 | /// <summary> | ||
40 | /// Start thread | ||
41 | /// </summary> | ||
42 | private void Start() | ||
43 | { | ||
44 | EventQueueThread = new Thread(EventQueueThreadLoop); | ||
45 | EventQueueThread.IsBackground = true; | ||
46 | EventQueueThread.Priority = ThreadPriority.BelowNormal; | ||
47 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | ||
48 | EventQueueThread.Start(); | ||
49 | |||
50 | // Look at this... Don't you wish everyone did that solid coding everywhere? :P | ||
51 | if (ThreadCount == int.MaxValue) | ||
52 | ThreadCount = 0; | ||
53 | ThreadCount++; | ||
54 | } | ||
55 | |||
56 | public void Shutdown() | ||
57 | { | ||
58 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | ||
59 | { | ||
60 | try | ||
61 | { | ||
62 | EventQueueThread.Abort(); | ||
63 | EventQueueThread.Join(); | ||
64 | } | ||
65 | catch (Exception) | ||
66 | { | ||
67 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); | ||
68 | } | ||
69 | } | ||
70 | } | ||
71 | |||
72 | |||
73 | /// <summary> | ||
74 | /// Queue processing thread loop | ||
75 | /// </summary> | ||
76 | private void EventQueueThreadLoop() | ||
77 | { | ||
78 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); | ||
79 | try | ||
80 | { | ||
81 | EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); | ||
82 | while (true) | ||
83 | { | ||
84 | try | ||
85 | { | ||
86 | EventQueueManager.QueueItemStruct QIS = BlankQIS; | ||
87 | bool GotItem = false; | ||
88 | |||
89 | if (eventQueueManager.eventQueue.Count == 0) | ||
90 | { | ||
91 | // Nothing to do? Sleep a bit waiting for something to do | ||
92 | Thread.Sleep(nothingToDoSleepms); | ||
93 | } | ||
94 | else | ||
95 | { | ||
96 | // Something in queue, process | ||
97 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | ||
98 | |||
99 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | ||
100 | lock (eventQueueManager.queueLock) | ||
101 | { | ||
102 | GotItem = false; | ||
103 | for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) | ||
104 | { | ||
105 | // Get queue item | ||
106 | QIS = eventQueueManager.eventQueue.Dequeue(); | ||
107 | |||
108 | // Check if object is being processed by someone else | ||
109 | if (eventQueueManager.TryLock(QIS.localID) == false) | ||
110 | { | ||
111 | // Object is already being processed, requeue it | ||
112 | eventQueueManager.eventQueue.Enqueue(QIS); | ||
113 | } | ||
114 | else | ||
115 | { | ||
116 | // We have lock on an object and can process it | ||
117 | GotItem = true; | ||
118 | break; | ||
119 | } | ||
120 | } // go through queue | ||
121 | } // lock | ||
122 | |||
123 | if (GotItem == true) | ||
124 | { | ||
125 | // Execute function | ||
126 | try | ||
127 | { | ||
128 | #if DEBUG | ||
129 | eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" | ||
130 | + "QIS.localID: " + QIS.localID | ||
131 | + ", QIS.itemID: " + QIS.itemID | ||
132 | + ", QIS.functionName: " + QIS.functionName); | ||
133 | #endif | ||
134 | LastExecutionStarted = DateTime.Now; | ||
135 | InExecution = true; | ||
136 | eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, | ||
137 | QIS.functionName, QIS.llDetectParams, QIS.param); | ||
138 | InExecution = false; | ||
139 | } | ||
140 | catch (Exception e) | ||
141 | { | ||
142 | InExecution = false; | ||
143 | // DISPLAY ERROR INWORLD | ||
144 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; | ||
145 | if (e.InnerException != null) | ||
146 | { | ||
147 | // Send inner exception | ||
148 | text += e.InnerException.Message.ToString(); | ||
149 | } | ||
150 | else | ||
151 | { | ||
152 | text += "\r\n"; | ||
153 | // Send normal | ||
154 | text += e.Message.ToString(); | ||
155 | } | ||
156 | try | ||
157 | { | ||
158 | if (text.Length > 1500) | ||
159 | text = text.Substring(0, 1500); | ||
160 | IScriptHost m_host = eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | ||
161 | //if (m_host != null) | ||
162 | //{ | ||
163 | eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, | ||
164 | m_host.AbsolutePosition, m_host.Name, m_host.UUID); | ||
165 | } | ||
166 | catch | ||
167 | { | ||
168 | //} | ||
169 | //else | ||
170 | //{ | ||
171 | // T oconsole | ||
172 | eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", | ||
173 | "Unable to send text in-world:\r\n" + text); | ||
174 | } | ||
175 | } | ||
176 | finally | ||
177 | { | ||
178 | InExecution = false; | ||
179 | eventQueueManager.ReleaseLock(QIS.localID); | ||
180 | } | ||
181 | } | ||
182 | } // Something in queue | ||
183 | } | ||
184 | catch (ThreadAbortException tae) | ||
185 | { | ||
186 | throw tae; | ||
187 | } | ||
188 | catch (Exception e) | ||
189 | { | ||
190 | eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); | ||
191 | } | ||
192 | } // while | ||
193 | } // try | ||
194 | catch (ThreadAbortException) | ||
195 | { | ||
196 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); | ||
197 | } | ||
198 | } | ||
199 | |||
200 | } | ||
201 | } | ||