From 5d6e89eaf924e741be95248d3ce5bc4ddbd5de3c Mon Sep 17 00:00:00 2001 From: Tedd Hansen Date: Fri, 1 Feb 2008 19:07:05 +0000 Subject: Highly experimental A separate thread is used to enforce max function (event) execution time for scripts. --- .../Common/ScriptEngineBase/EventQueueManager.cs | 248 ++++++++------------- .../ScriptEngineBase/EventQueueThreadClass.cs | 201 +++++++++++++++++ 2 files changed, 300 insertions(+), 149 deletions(-) create mode 100644 OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase') diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs index 949d5b6..70db724 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs @@ -69,29 +69,31 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase /// /// List of threads processing event queue /// - private List eventQueueThreads = new List(); + private List eventQueueThreads = new List(); + private object eventQueueThreadsLock = new object(); - private object queueLock = new object(); // Mutex lock object + public object queueLock = new object(); // Mutex lock object /// - /// How many ms to sleep if queue is empty + /// How many threads to process queue with /// - private int nothingToDoSleepms = 50; + private int numberOfThreads = 2; /// - /// How many threads to process queue with + /// Maximum time one function can use for execution before we perform a thread kill /// - private int numberOfThreads = 2; + private int maxFunctionExecutionTimems = 50; + private bool EnforceMaxExecutionTime = true; /// /// Queue containing events waiting to be executed /// - private Queue eventQueue = new Queue(); + public Queue eventQueue = new Queue(); /// /// Queue item structure /// - private struct QueueItemStruct + public struct QueueItemStruct { public uint localID; public LLUUID itemID; @@ -118,7 +120,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase public LSL_Types.Vector3[] _Vector3; public bool[] _bool; public int[] _int; - public string [] _string; + public string[] _string; } /// @@ -128,177 +130,72 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase private object tryLockLock = new object(); // Mutex lock object - private ScriptEngine m_ScriptEngine; + public ScriptEngine m_ScriptEngine; + + public Thread ExecutionTimeoutEnforcingThread; public EventQueueManager(ScriptEngine _ScriptEngine) { m_ScriptEngine = _ScriptEngine; + // Start function max exec time enforcement thread + if (EnforceMaxExecutionTime) + { + ExecutionTimeoutEnforcingThread = new Thread(ExecutionTimeoutEnforcingLoop); + ExecutionTimeoutEnforcingThread.Name = "ExecutionTimeoutEnforcingThread"; + ExecutionTimeoutEnforcingThread.IsBackground = true; + ExecutionTimeoutEnforcingThread.Start(); + } + // // Start event queue processing threads (worker threads) // - for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) + lock (eventQueueThreadsLock) { - Thread EventQueueThread = new Thread(EventQueueThreadLoop); - eventQueueThreads.Add(EventQueueThread); - EventQueueThread.IsBackground = true; - EventQueueThread.Priority = ThreadPriority.BelowNormal; - EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; - EventQueueThread.Start(); + for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) + { + StartNewThreadClass(); + } } } ~EventQueueManager() { - // Kill worker threads - foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads)) + try { - if (EventQueueThread != null && EventQueueThread.IsAlive == true) + if (ExecutionTimeoutEnforcingThread != null) { - try - { - EventQueueThread.Abort(); - EventQueueThread.Join(); - } - catch (Exception) + if (ExecutionTimeoutEnforcingThread.IsAlive) { - //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); + ExecutionTimeoutEnforcingThread.Abort(); } } } - eventQueueThreads.Clear(); - // Todo: Clean up our queues - eventQueue.Clear(); - } - - /// - /// Queue processing thread loop - /// - private void EventQueueThreadLoop() - { - //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); - try + catch (Exception ex) { - QueueItemStruct BlankQIS = new QueueItemStruct(); - while (true) - { - try - { - QueueItemStruct QIS = BlankQIS; - bool GotItem = false; + } - if (eventQueue.Count == 0) - { - // Nothing to do? Sleep a bit waiting for something to do - Thread.Sleep(nothingToDoSleepms); - } - else - { - // Something in queue, process - //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); - // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD - lock (queueLock) - { - GotItem = false; - for (int qc = 0; qc < eventQueue.Count; qc++) - { - // Get queue item - QIS = eventQueue.Dequeue(); - - // Check if object is being processed by someone else - if (TryLock(QIS.localID) == false) - { - // Object is already being processed, requeue it - eventQueue.Enqueue(QIS); - } - else - { - // We have lock on an object and can process it - GotItem = true; - break; - } - } // go through queue - } // lock - - if (GotItem == true) - { - // Execute function - try - { -#if DEBUG - m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" - + "QIS.localID: " + QIS.localID - + ", QIS.itemID: " + QIS.itemID - + ", QIS.functionName: " + QIS.functionName); -#endif - m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, - QIS.functionName, QIS.llDetectParams, QIS.param); - } - catch (Exception e) - { - // DISPLAY ERROR INWORLD - string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; - if (e.InnerException != null) - { - // Send inner exception - text += e.InnerException.Message.ToString(); - } - else - { - text += "\r\n"; - // Send normal - text += e.Message.ToString(); - } - try - { - if (text.Length > 1500) - text = text.Substring(0, 1500); - IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); - //if (m_host != null) - //{ - m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, - m_host.AbsolutePosition, m_host.Name, m_host.UUID); - } - catch - { - //} - //else - //{ - // T oconsole - m_ScriptEngine.Log.Error("ScriptEngine", - "Unable to send text in-world:\r\n" + text); - } - } - finally - { - ReleaseLock(QIS.localID); - } - } - } // Something in queue - } - catch (ThreadAbortException tae) - { - throw tae; - } - catch (Exception e) - { - m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); - } - } // while - } // try - catch (ThreadAbortException) + // Kill worker threads + lock (eventQueueThreadsLock) { - //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); + foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads)) + { + EventQueueThread.Shutdown(); + } + eventQueueThreads.Clear(); } + // Todo: Clean up our queues + eventQueue.Clear(); } + /// /// Try to get a mutex lock on localID /// /// /// - private bool TryLock(uint localID) + public bool TryLock(uint localID) { lock (tryLockLock) { @@ -318,7 +215,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase /// Release mutex lock on localID /// /// - private void ReleaseLock(uint localID) + public void ReleaseLock(uint localID) { lock (tryLockLock) { @@ -383,5 +280,58 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase eventQueue.Enqueue(QIS); } } + + /// + /// A thread should run in this loop and check all running scripts + /// + public void ExecutionTimeoutEnforcingLoop() + { + try + { + while (true) + { + System.Threading.Thread.Sleep(maxFunctionExecutionTimems); + lock (eventQueueThreadsLock) + { + foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads)) + { + if (EventQueueThread.InExecution) + { + if (DateTime.Now.Subtract(EventQueueThread.LastExecutionStarted).Milliseconds > + maxFunctionExecutionTimems) + { + // We need to kill this thread! + AbortThreadClass(EventQueueThread); + // Then start another + StartNewThreadClass(); + } + } + } + } + } + } + catch (ThreadAbortException tae) + { + } + } + + private static void AbortThreadClass(EventQueueThreadClass threadClass) + { + try + { + threadClass.Shutdown(); + } + catch (Exception ex) + { + Console.WriteLine("Could you please report this to Tedd:"); + Console.WriteLine("Script thread execution timeout kill ended in exception: " + ex.ToString()); + } + } + + private void StartNewThreadClass() + { + EventQueueThreadClass eqtc = new EventQueueThreadClass(this); + eventQueueThreads.Add(eqtc); + } } } \ No newline at end of file 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 @@ +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading; +using libsecondlife; +using OpenSim.Framework; +using OpenSim.Region.Environment.Scenes.Scripting; + +namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase +{ + /// + /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class + /// + public class EventQueueThreadClass + { + /// + /// How many ms to sleep if queue is empty + /// + private int nothingToDoSleepms = 50; + + public DateTime LastExecutionStarted; + public bool InExecution = false; + + private EventQueueManager eventQueueManager; + public Thread EventQueueThread; + private static int ThreadCount = 0; + + public EventQueueThreadClass(EventQueueManager eqm) + { + eventQueueManager = eqm; + Start(); + } + + ~EventQueueThreadClass() + { + Shutdown(); + } + + /// + /// Start thread + /// + private void Start() + { + EventQueueThread = new Thread(EventQueueThreadLoop); + EventQueueThread.IsBackground = true; + EventQueueThread.Priority = ThreadPriority.BelowNormal; + EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; + EventQueueThread.Start(); + + // Look at this... Don't you wish everyone did that solid coding everywhere? :P + if (ThreadCount == int.MaxValue) + ThreadCount = 0; + ThreadCount++; + } + + public void Shutdown() + { + if (EventQueueThread != null && EventQueueThread.IsAlive == true) + { + try + { + EventQueueThread.Abort(); + EventQueueThread.Join(); + } + catch (Exception) + { + //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); + } + } + } + + + /// + /// Queue processing thread loop + /// + private void EventQueueThreadLoop() + { + //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); + try + { + EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); + while (true) + { + try + { + EventQueueManager.QueueItemStruct QIS = BlankQIS; + bool GotItem = false; + + if (eventQueueManager.eventQueue.Count == 0) + { + // Nothing to do? Sleep a bit waiting for something to do + Thread.Sleep(nothingToDoSleepms); + } + else + { + // Something in queue, process + //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); + + // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD + lock (eventQueueManager.queueLock) + { + GotItem = false; + for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) + { + // Get queue item + QIS = eventQueueManager.eventQueue.Dequeue(); + + // Check if object is being processed by someone else + if (eventQueueManager.TryLock(QIS.localID) == false) + { + // Object is already being processed, requeue it + eventQueueManager.eventQueue.Enqueue(QIS); + } + else + { + // We have lock on an object and can process it + GotItem = true; + break; + } + } // go through queue + } // lock + + if (GotItem == true) + { + // Execute function + try + { +#if DEBUG + eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" + + "QIS.localID: " + QIS.localID + + ", QIS.itemID: " + QIS.itemID + + ", QIS.functionName: " + QIS.functionName); +#endif + LastExecutionStarted = DateTime.Now; + InExecution = true; + eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, + QIS.functionName, QIS.llDetectParams, QIS.param); + InExecution = false; + } + catch (Exception e) + { + InExecution = false; + // DISPLAY ERROR INWORLD + string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; + if (e.InnerException != null) + { + // Send inner exception + text += e.InnerException.Message.ToString(); + } + else + { + text += "\r\n"; + // Send normal + text += e.Message.ToString(); + } + try + { + if (text.Length > 1500) + text = text.Substring(0, 1500); + IScriptHost m_host = eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); + //if (m_host != null) + //{ + eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, + m_host.AbsolutePosition, m_host.Name, m_host.UUID); + } + catch + { + //} + //else + //{ + // T oconsole + eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", + "Unable to send text in-world:\r\n" + text); + } + } + finally + { + InExecution = false; + eventQueueManager.ReleaseLock(QIS.localID); + } + } + } // Something in queue + } + catch (ThreadAbortException tae) + { + throw tae; + } + catch (Exception e) + { + eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); + } + } // while + } // try + catch (ThreadAbortException) + { + //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); + } + } + + } +} -- cgit v1.1