/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections; using System.Collections.Generic; using System.Text; using System.Threading; using libsecondlife; using Nini.Config; 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 : iScriptEngineFunctionModule { /// /// How many ms to sleep if queue is empty /// private static int nothingToDoSleepms;// = 50; private static ThreadPriority MyThreadPriority; public long LastExecutionStarted; public bool InExecution = false; public bool KillCurrentScript = false; //private EventQueueManager eventQueueManager; public Thread EventQueueThread; private static int ThreadCount = 0; private string ScriptEngineName = "ScriptEngine.Common"; public EventQueueThreadClass()//EventQueueManager eqm { //eventQueueManager = eqm; ReadConfig(); Start(); } ~EventQueueThreadClass() { Stop(); } public void ReadConfig() { //lock (ScriptEngine.ScriptEngines) //{ foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) { ScriptEngineName = m_ScriptEngine.ScriptEngineName; nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); switch (pri.ToLower()) { case "lowest": MyThreadPriority = ThreadPriority.Lowest; break; case "belownormal": MyThreadPriority = ThreadPriority.BelowNormal; break; case "normal": MyThreadPriority = ThreadPriority.Normal; break; case "abovenormal": MyThreadPriority = ThreadPriority.AboveNormal; break; case "highest": MyThreadPriority = ThreadPriority.Highest; break; default: MyThreadPriority = ThreadPriority.BelowNormal; // Default m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\"."); break; } } //} // Now set that priority if (EventQueueThread != null) if (EventQueueThread.IsAlive) EventQueueThread.Priority = MyThreadPriority; } /// /// Start thread /// private void Start() { EventQueueThread = new Thread(EventQueueThreadLoop); EventQueueThread.IsBackground = true; EventQueueThread.Priority = MyThreadPriority; EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; EventQueueThread.Start(); OpenSim.Framework.ThreadTracker.Add(EventQueueThread); // Look at this... Don't you wish everyone did that solid coding everywhere? :P if (ThreadCount == int.MaxValue) ThreadCount = 0; ThreadCount++; } public void Stop() { //PleaseShutdown = true; // Set shutdown flag //Thread.Sleep(100); // Wait a bit if (EventQueueThread != null && EventQueueThread.IsAlive == true) { try { EventQueueThread.Abort(); // Send abort //EventQueueThread.Join(); // Wait for it } catch (Exception) { //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Exception killing worker thread: " + e.ToString()); } } } private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); private ScriptEngine lastScriptEngine; /// /// Queue processing thread loop /// private void EventQueueThreadLoop() { //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned"); try { while (true) { try { while (true) { DoProcessQueue(); } } catch (ThreadAbortException tae) { if (lastScriptEngine != null) lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function."); } catch (Exception e) { if (lastScriptEngine != null) lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString()); } } } catch (ThreadAbortException) { //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message); } } public void DoProcessQueue() { //lock (ScriptEngine.ScriptEngines) //{ foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) { lastScriptEngine = m_ScriptEngine; // Every now and then check if we should shut down //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0) //{ // // Someone should shut down, lets get exclusive lock // lock (EventQueueManager.ThreadsToExitLock) // { // // Lets re-check in case someone grabbed it // if (EventQueueManager.ThreadsToExit > 0) // { // // Its crowded here so we'll shut down // EventQueueManager.ThreadsToExit--; // Stop(); // return; // } // else // { // // We have been asked to shut down // Stop(); // return; // } // } //} //try // { EventQueueManager.QueueItemStruct QIS = BlankQIS; bool GotItem = false; //if (PleaseShutdown) // return; if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0) { // Nothing to do? Sleep a bit waiting for something to do Thread.Sleep(nothingToDoSleepms); } else { // Something in queue, process //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: 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 (m_ScriptEngine.m_EventQueueManager.eventQueue) { GotItem = false; for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++) { // Get queue item QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue(); // Check if object is being processed by someone else if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false) { // Object is already being processed, requeue it m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS); } else { // We have lock on an object and can process it GotItem = true; break; } } } if (GotItem == true) { // Execute function try { ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined #if DEBUG //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " + // "Executing event:\r\n" // + "QIS.localID: " + QIS.localID // + ", QIS.itemID: " + QIS.itemID // + ", QIS.functionName: " + // QIS.functionName); #endif LastExecutionStarted = DateTime.Now.Ticks; KillCurrentScript = false; InExecution = true; 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(); } if (KillCurrentScript) text += "\r\nScript will be deactivated!"; 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.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " + "Unable to send text in-world:\r\n" + text); } finally { // So we are done sending message in-world if (KillCurrentScript) { m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( QIS.localID, QIS.itemID); } } } finally { InExecution = false; m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID); } } } } // } } ///// ///// If set to true then threads and stuff should try to make a graceful exit ///// //public bool PleaseShutdown //{ // get { return _PleaseShutdown; } // set { _PleaseShutdown = value; } //} //private bool _PleaseShutdown = false; } }