aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
blob: f36baa735ae78caa35d1110e13a526def8775351 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
/*
* 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.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
{
    /// <summary>
    /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
    /// </summary>
    public class EventQueueThreadClass : iScriptEngineFunctionModule
    {
        /// <summary>
        /// How many ms to sleep if queue is empty
        /// </summary>
        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()
        {
            foreach (ScriptEngine m_ScriptEngine in 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;
        }

        /// <summary>
        /// Start thread
        /// </summary>
        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;
        /// <summary>
        /// Queue processing thread loop
        /// </summary>
        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()
        {
            foreach (ScriptEngine m_ScriptEngine in 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);
                        }
                    }
                }
            }
        }

        ///// <summary>
        ///// If set to true then threads and stuff should try to make a graceful exit
        ///// </summary>
        //public bool PleaseShutdown
        //{
        //    get { return _PleaseShutdown; }
        //    set { _PleaseShutdown = value; }
        //}
        //private bool _PleaseShutdown = false;
    }
}