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/*
* 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;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// This class does maintenance on script engine.
/// </summary>
public class MaintenanceThread : iScriptEngineFunctionModule
{
//public ScriptEngine m_ScriptEngine;
private int MaintenanceLoopms;
public MaintenanceThread()
{
//m_ScriptEngine = _ScriptEngine;
ReadConfig();
// Start maintenance thread
StartMaintenanceThread();
}
~MaintenanceThread()
{
StopMaintenanceThread();
}
public void ReadConfig()
{
// Bad hack, but we need a m_ScriptEngine :)
foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
{
MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
return;
}
}
#region " Maintenance thread "
/// <summary>
/// Maintenance thread. Enforcing max execution time for example.
/// </summary>
public Thread MaintenanceThreadThread;
/// <summary>
/// Starts maintenance thread
/// </summary>
private void StartMaintenanceThread()
{
if (MaintenanceThreadThread == null)
{
MaintenanceThreadThread = new Thread(MaintenanceLoop);
MaintenanceThreadThread.Name = "ScriptMaintenanceThread";
MaintenanceThreadThread.IsBackground = true;
MaintenanceThreadThread.Start();
OpenSim.Framework.ThreadTracker.Add(MaintenanceThreadThread);
}
}
/// <summary>
/// Stops maintenance thread
/// </summary>
private void StopMaintenanceThread()
{
#if DEBUG
//m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: StopMaintenanceThread() called");
#endif
PleaseShutdown = true;
Thread.Sleep(100);
try
{
if (MaintenanceThreadThread != null && MaintenanceThreadThread.IsAlive)
{
MaintenanceThreadThread.Abort();
}
}
catch (Exception ex)
{
//m_ScriptEngine.Log.Error("[" + m_ScriptEngine.ScriptEngineName + "]: Exception stopping maintenence thread: " + ex.ToString());
}
}
private ScriptEngine lastScriptEngine; // Keep track of what ScriptEngine instance we are at so we can give exception
/// <summary>
/// A thread should run in this loop and check all running scripts
/// </summary>
public void MaintenanceLoop()
{
//if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms)
// m_ScriptEngine.Log.Warn("[" + m_ScriptEngine.ScriptEngineName + "]: " +
// "Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run.");
long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks;
long Last_ReReadConfigFilens = DateTime.Now.Ticks;
while (true)
{
try
{
while (true)
{
System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
if (PleaseShutdown)
return;
foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
{
lastScriptEngine = m_ScriptEngine;
if (m_ScriptEngine != null)
{
// Re-reading config every x seconds
if (m_ScriptEngine.RefreshConfigFilens > 0)
{
// Check if its time to re-read config
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
{
//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
// Its time to re-read config file
m_ScriptEngine.ReadConfig();
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
}
}
// Adjust number of running script threads if not correct
if (m_ScriptEngine.m_EventQueueManager != null)
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
// Check if any script has exceeded its max execution time
if (m_ScriptEngine.m_EventQueueManager != null &&
m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
{
// We are enforcing execution time
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
{
// Its time to check again
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
}
}
// LOAD / UNLOAD SCRIPTS
if (m_ScriptEngine.m_ScriptManager != null)
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
}
}
}
}
catch (Exception ex)
{
if (lastScriptEngine != null)
lastScriptEngine.Log.Error("[" + lastScriptEngine.ScriptEngineName + "]: Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
Thread.Sleep(5000);
}
}
}
#endregion
/// <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;
}
}
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