diff options
Updated svn properties.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs | 628 |
1 files changed, 314 insertions, 314 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs index c19d641..b239965 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs | |||
@@ -1,314 +1,314 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | using System.Threading; | 4 | using System.Threading; |
5 | using libsecondlife; | 5 | using libsecondlife; |
6 | using Nini.Config; | 6 | using Nini.Config; |
7 | using OpenSim.Framework; | 7 | using OpenSim.Framework; |
8 | using OpenSim.Region.Environment.Scenes.Scripting; | 8 | using OpenSim.Region.Environment.Scenes.Scripting; |
9 | 9 | ||
10 | namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase | 10 | namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase |
11 | { | 11 | { |
12 | /// <summary> | 12 | /// <summary> |
13 | /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class | 13 | /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class |
14 | /// </summary> | 14 | /// </summary> |
15 | public class EventQueueThreadClass: iScriptEngineFunctionModule | 15 | public class EventQueueThreadClass: iScriptEngineFunctionModule |
16 | { | 16 | { |
17 | /// <summary> | 17 | /// <summary> |
18 | /// How many ms to sleep if queue is empty | 18 | /// How many ms to sleep if queue is empty |
19 | /// </summary> | 19 | /// </summary> |
20 | private int nothingToDoSleepms;// = 50; | 20 | private int nothingToDoSleepms;// = 50; |
21 | private ThreadPriority MyThreadPriority; | 21 | private ThreadPriority MyThreadPriority; |
22 | 22 | ||
23 | public long LastExecutionStarted; | 23 | public long LastExecutionStarted; |
24 | public bool InExecution = false; | 24 | public bool InExecution = false; |
25 | public bool KillCurrentScript = false; | 25 | public bool KillCurrentScript = false; |
26 | 26 | ||
27 | private EventQueueManager eventQueueManager; | 27 | private EventQueueManager eventQueueManager; |
28 | public Thread EventQueueThread; | 28 | public Thread EventQueueThread; |
29 | private static int ThreadCount = 0; | 29 | private static int ThreadCount = 0; |
30 | 30 | ||
31 | private string ScriptEngineName = "ScriptEngine.Common"; | 31 | private string ScriptEngineName = "ScriptEngine.Common"; |
32 | 32 | ||
33 | public EventQueueThreadClass(EventQueueManager eqm) | 33 | public EventQueueThreadClass(EventQueueManager eqm) |
34 | { | 34 | { |
35 | eventQueueManager = eqm; | 35 | eventQueueManager = eqm; |
36 | ReadConfig(); | 36 | ReadConfig(); |
37 | Start(); | 37 | Start(); |
38 | } | 38 | } |
39 | 39 | ||
40 | ~EventQueueThreadClass() | 40 | ~EventQueueThreadClass() |
41 | { | 41 | { |
42 | Stop(); | 42 | Stop(); |
43 | } | 43 | } |
44 | 44 | ||
45 | 45 | ||
46 | public void ReadConfig() | 46 | public void ReadConfig() |
47 | { | 47 | { |
48 | ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName; | 48 | ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName; |
49 | nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); | 49 | nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); |
50 | 50 | ||
51 | // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually | 51 | // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually |
52 | string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); | 52 | string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); |
53 | switch (pri.ToLower()) | 53 | switch (pri.ToLower()) |
54 | { | 54 | { |
55 | case "lowest": | 55 | case "lowest": |
56 | MyThreadPriority = ThreadPriority.Lowest; | 56 | MyThreadPriority = ThreadPriority.Lowest; |
57 | break; | 57 | break; |
58 | case "belownormal": | 58 | case "belownormal": |
59 | MyThreadPriority = ThreadPriority.BelowNormal; | 59 | MyThreadPriority = ThreadPriority.BelowNormal; |
60 | break; | 60 | break; |
61 | case "normal": | 61 | case "normal": |
62 | MyThreadPriority = ThreadPriority.Normal; | 62 | MyThreadPriority = ThreadPriority.Normal; |
63 | break; | 63 | break; |
64 | case "abovenormal": | 64 | case "abovenormal": |
65 | MyThreadPriority = ThreadPriority.AboveNormal; | 65 | MyThreadPriority = ThreadPriority.AboveNormal; |
66 | break; | 66 | break; |
67 | case "highest": | 67 | case "highest": |
68 | MyThreadPriority = ThreadPriority.Highest; | 68 | MyThreadPriority = ThreadPriority.Highest; |
69 | break; | 69 | break; |
70 | default: | 70 | default: |
71 | MyThreadPriority = ThreadPriority.BelowNormal; // Default | 71 | MyThreadPriority = ThreadPriority.BelowNormal; // Default |
72 | eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\"."); | 72 | eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\"."); |
73 | break; | 73 | break; |
74 | } | 74 | } |
75 | 75 | ||
76 | // Now set that priority | 76 | // Now set that priority |
77 | if (EventQueueThread != null) | 77 | if (EventQueueThread != null) |
78 | if (EventQueueThread.IsAlive) | 78 | if (EventQueueThread.IsAlive) |
79 | EventQueueThread.Priority = MyThreadPriority; | 79 | EventQueueThread.Priority = MyThreadPriority; |
80 | 80 | ||
81 | } | 81 | } |
82 | 82 | ||
83 | 83 | ||
84 | /// <summary> | 84 | /// <summary> |
85 | /// Start thread | 85 | /// Start thread |
86 | /// </summary> | 86 | /// </summary> |
87 | private void Start() | 87 | private void Start() |
88 | { | 88 | { |
89 | 89 | ||
90 | EventQueueThread = new Thread(EventQueueThreadLoop); | 90 | EventQueueThread = new Thread(EventQueueThreadLoop); |
91 | EventQueueThread.IsBackground = true; | 91 | EventQueueThread.IsBackground = true; |
92 | 92 | ||
93 | EventQueueThread.Priority = MyThreadPriority; | 93 | EventQueueThread.Priority = MyThreadPriority; |
94 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | 94 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; |
95 | EventQueueThread.Start(); | 95 | EventQueueThread.Start(); |
96 | 96 | ||
97 | // Look at this... Don't you wish everyone did that solid coding everywhere? :P | 97 | // Look at this... Don't you wish everyone did that solid coding everywhere? :P |
98 | if (ThreadCount == int.MaxValue) | 98 | if (ThreadCount == int.MaxValue) |
99 | ThreadCount = 0; | 99 | ThreadCount = 0; |
100 | ThreadCount++; | 100 | ThreadCount++; |
101 | } | 101 | } |
102 | 102 | ||
103 | public void Stop() | 103 | public void Stop() |
104 | { | 104 | { |
105 | PleaseShutdown = true; // Set shutdown flag | 105 | PleaseShutdown = true; // Set shutdown flag |
106 | Thread.Sleep(100); // Wait a bit | 106 | Thread.Sleep(100); // Wait a bit |
107 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | 107 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) |
108 | { | 108 | { |
109 | try | 109 | try |
110 | { | 110 | { |
111 | EventQueueThread.Abort(); // Send abort | 111 | EventQueueThread.Abort(); // Send abort |
112 | EventQueueThread.Join(); // Wait for it | 112 | EventQueueThread.Join(); // Wait for it |
113 | } | 113 | } |
114 | catch (Exception) | 114 | catch (Exception) |
115 | { | 115 | { |
116 | //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString()); | 116 | //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString()); |
117 | } | 117 | } |
118 | } | 118 | } |
119 | } | 119 | } |
120 | 120 | ||
121 | 121 | ||
122 | /// <summary> | 122 | /// <summary> |
123 | /// Queue processing thread loop | 123 | /// Queue processing thread loop |
124 | /// </summary> | 124 | /// </summary> |
125 | private void EventQueueThreadLoop() | 125 | private void EventQueueThreadLoop() |
126 | { | 126 | { |
127 | //myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned"); | 127 | //myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned"); |
128 | try | 128 | try |
129 | { | 129 | { |
130 | while (true) | 130 | while (true) |
131 | { | 131 | { |
132 | try | 132 | try |
133 | { | 133 | { |
134 | EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); | 134 | EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); |
135 | while (true) | 135 | while (true) |
136 | { | 136 | { |
137 | // Every now and then check if we should shut down | 137 | // Every now and then check if we should shut down |
138 | if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0) | 138 | if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0) |
139 | { | 139 | { |
140 | // Someone should shut down, lets get exclusive lock | 140 | // Someone should shut down, lets get exclusive lock |
141 | lock (eventQueueManager.ThreadsToExitLock) | 141 | lock (eventQueueManager.ThreadsToExitLock) |
142 | { | 142 | { |
143 | // Lets re-check in case someone grabbed it | 143 | // Lets re-check in case someone grabbed it |
144 | if (eventQueueManager.ThreadsToExit > 0) | 144 | if (eventQueueManager.ThreadsToExit > 0) |
145 | { | 145 | { |
146 | // Its crowded here so we'll shut down | 146 | // Its crowded here so we'll shut down |
147 | eventQueueManager.ThreadsToExit--; | 147 | eventQueueManager.ThreadsToExit--; |
148 | Stop(); | 148 | Stop(); |
149 | return; | 149 | return; |
150 | } | 150 | } |
151 | else | 151 | else |
152 | { | 152 | { |
153 | // We have been asked to shut down | 153 | // We have been asked to shut down |
154 | Stop(); | 154 | Stop(); |
155 | return; | 155 | return; |
156 | } | 156 | } |
157 | } | 157 | } |
158 | } | 158 | } |
159 | 159 | ||
160 | 160 | ||
161 | //try | 161 | //try |
162 | // { | 162 | // { |
163 | EventQueueManager.QueueItemStruct QIS = BlankQIS; | 163 | EventQueueManager.QueueItemStruct QIS = BlankQIS; |
164 | bool GotItem = false; | 164 | bool GotItem = false; |
165 | 165 | ||
166 | if (PleaseShutdown) | 166 | if (PleaseShutdown) |
167 | return; | 167 | return; |
168 | 168 | ||
169 | if (eventQueueManager.eventQueue.Count == 0) | 169 | if (eventQueueManager.eventQueue.Count == 0) |
170 | { | 170 | { |
171 | // Nothing to do? Sleep a bit waiting for something to do | 171 | // Nothing to do? Sleep a bit waiting for something to do |
172 | Thread.Sleep(nothingToDoSleepms); | 172 | Thread.Sleep(nothingToDoSleepms); |
173 | } | 173 | } |
174 | else | 174 | else |
175 | { | 175 | { |
176 | // Something in queue, process | 176 | // Something in queue, process |
177 | //myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | 177 | //myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); |
178 | 178 | ||
179 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | 179 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD |
180 | lock (eventQueueManager.queueLock) | 180 | lock (eventQueueManager.queueLock) |
181 | { | 181 | { |
182 | GotItem = false; | 182 | GotItem = false; |
183 | for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) | 183 | for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) |
184 | { | 184 | { |
185 | // Get queue item | 185 | // Get queue item |
186 | QIS = eventQueueManager.eventQueue.Dequeue(); | 186 | QIS = eventQueueManager.eventQueue.Dequeue(); |
187 | 187 | ||
188 | // Check if object is being processed by someone else | 188 | // Check if object is being processed by someone else |
189 | if (eventQueueManager.TryLock(QIS.localID) == false) | 189 | if (eventQueueManager.TryLock(QIS.localID) == false) |
190 | { | 190 | { |
191 | // Object is already being processed, requeue it | 191 | // Object is already being processed, requeue it |
192 | eventQueueManager.eventQueue.Enqueue(QIS); | 192 | eventQueueManager.eventQueue.Enqueue(QIS); |
193 | } | 193 | } |
194 | else | 194 | else |
195 | { | 195 | { |
196 | // We have lock on an object and can process it | 196 | // We have lock on an object and can process it |
197 | GotItem = true; | 197 | GotItem = true; |
198 | break; | 198 | break; |
199 | } | 199 | } |
200 | } // go through queue | 200 | } // go through queue |
201 | } // lock | 201 | } // lock |
202 | 202 | ||
203 | if (GotItem == true) | 203 | if (GotItem == true) |
204 | { | 204 | { |
205 | // Execute function | 205 | // Execute function |
206 | try | 206 | try |
207 | { | 207 | { |
208 | #if DEBUG | 208 | #if DEBUG |
209 | eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName, | 209 | eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName, |
210 | "Executing event:\r\n" | 210 | "Executing event:\r\n" |
211 | + "QIS.localID: " + QIS.localID | 211 | + "QIS.localID: " + QIS.localID |
212 | + ", QIS.itemID: " + QIS.itemID | 212 | + ", QIS.itemID: " + QIS.itemID |
213 | + ", QIS.functionName: " + | 213 | + ", QIS.functionName: " + |
214 | QIS.functionName); | 214 | QIS.functionName); |
215 | #endif | 215 | #endif |
216 | LastExecutionStarted = DateTime.Now.Ticks; | 216 | LastExecutionStarted = DateTime.Now.Ticks; |
217 | KillCurrentScript = false; | 217 | KillCurrentScript = false; |
218 | InExecution = true; | 218 | InExecution = true; |
219 | eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, | 219 | eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, |
220 | QIS.itemID, | 220 | QIS.itemID, |
221 | QIS.functionName, | 221 | QIS.functionName, |
222 | QIS.llDetectParams, | 222 | QIS.llDetectParams, |
223 | QIS.param); | 223 | QIS.param); |
224 | InExecution = false; | 224 | InExecution = false; |
225 | } | 225 | } |
226 | catch (Exception e) | 226 | catch (Exception e) |
227 | { | 227 | { |
228 | InExecution = false; | 228 | InExecution = false; |
229 | // DISPLAY ERROR INWORLD | 229 | // DISPLAY ERROR INWORLD |
230 | string text = "Error executing script function \"" + QIS.functionName + | 230 | string text = "Error executing script function \"" + QIS.functionName + |
231 | "\":\r\n"; | 231 | "\":\r\n"; |
232 | if (e.InnerException != null) | 232 | if (e.InnerException != null) |
233 | { | 233 | { |
234 | // Send inner exception | 234 | // Send inner exception |
235 | text += e.InnerException.Message.ToString(); | 235 | text += e.InnerException.Message.ToString(); |
236 | } | 236 | } |
237 | else | 237 | else |
238 | { | 238 | { |
239 | text += "\r\n"; | 239 | text += "\r\n"; |
240 | // Send normal | 240 | // Send normal |
241 | text += e.Message.ToString(); | 241 | text += e.Message.ToString(); |
242 | } | 242 | } |
243 | if (KillCurrentScript) | 243 | if (KillCurrentScript) |
244 | text += "\r\nScript will be deactivated!"; | 244 | text += "\r\nScript will be deactivated!"; |
245 | 245 | ||
246 | try | 246 | try |
247 | { | 247 | { |
248 | if (text.Length > 1500) | 248 | if (text.Length > 1500) |
249 | text = text.Substring(0, 1500); | 249 | text = text.Substring(0, 1500); |
250 | IScriptHost m_host = | 250 | IScriptHost m_host = |
251 | eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | 251 | eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); |
252 | //if (m_host != null) | 252 | //if (m_host != null) |
253 | //{ | 253 | //{ |
254 | eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), | 254 | eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), |
255 | ChatTypeEnum.Say, 0, | 255 | ChatTypeEnum.Say, 0, |
256 | m_host.AbsolutePosition, | 256 | m_host.AbsolutePosition, |
257 | m_host.Name, m_host.UUID); | 257 | m_host.Name, m_host.UUID); |
258 | } | 258 | } |
259 | catch | 259 | catch |
260 | { | 260 | { |
261 | //} | 261 | //} |
262 | //else | 262 | //else |
263 | //{ | 263 | //{ |
264 | // T oconsole | 264 | // T oconsole |
265 | eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, | 265 | eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, |
266 | "Unable to send text in-world:\r\n" + | 266 | "Unable to send text in-world:\r\n" + |
267 | text); | 267 | text); |
268 | } | 268 | } |
269 | finally | 269 | finally |
270 | { | 270 | { |
271 | // So we are done sending message in-world | 271 | // So we are done sending message in-world |
272 | if (KillCurrentScript) | 272 | if (KillCurrentScript) |
273 | { | 273 | { |
274 | eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( | 274 | eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( |
275 | QIS.localID, QIS.itemID); | 275 | QIS.localID, QIS.itemID); |
276 | } | 276 | } |
277 | } | 277 | } |
278 | } | 278 | } |
279 | finally | 279 | finally |
280 | { | 280 | { |
281 | InExecution = false; | 281 | InExecution = false; |
282 | eventQueueManager.ReleaseLock(QIS.localID); | 282 | eventQueueManager.ReleaseLock(QIS.localID); |
283 | } | 283 | } |
284 | } | 284 | } |
285 | } // Something in queue | 285 | } // Something in queue |
286 | } | 286 | } |
287 | } | 287 | } |
288 | catch (ThreadAbortException tae) | 288 | catch (ThreadAbortException tae) |
289 | { | 289 | { |
290 | eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function."); | 290 | eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function."); |
291 | } | 291 | } |
292 | catch (Exception e) | 292 | catch (Exception e) |
293 | { | 293 | { |
294 | eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString()); | 294 | eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString()); |
295 | } | 295 | } |
296 | } // while | 296 | } // while |
297 | } // try | 297 | } // try |
298 | catch (ThreadAbortException) | 298 | catch (ThreadAbortException) |
299 | { | 299 | { |
300 | //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message); | 300 | //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message); |
301 | } | 301 | } |
302 | } | 302 | } |
303 | 303 | ||
304 | /// <summary> | 304 | /// <summary> |
305 | /// If set to true then threads and stuff should try to make a graceful exit | 305 | /// If set to true then threads and stuff should try to make a graceful exit |
306 | /// </summary> | 306 | /// </summary> |
307 | public bool PleaseShutdown | 307 | public bool PleaseShutdown |
308 | { | 308 | { |
309 | get { return _PleaseShutdown; } | 309 | get { return _PleaseShutdown; } |
310 | set { _PleaseShutdown = value; } | 310 | set { _PleaseShutdown = value; } |
311 | } | 311 | } |
312 | private bool _PleaseShutdown = false; | 312 | private bool _PleaseShutdown = false; |
313 | } | 313 | } |
314 | } | 314 | } |