diff options
author | Sean Dague | 2007-09-13 11:41:42 +0000 |
---|---|---|
committer | Sean Dague | 2007-09-13 11:41:42 +0000 |
commit | afea5f22055fd645e95c4e1dcad01e68716fa049 (patch) | |
tree | 73dbc6fff4cba36c559234b66d24c84e00f3f162 /OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs | |
parent | adding eol-style attributes on new files (diff) | |
download | opensim-SC_OLD-afea5f22055fd645e95c4e1dcad01e68716fa049.zip opensim-SC_OLD-afea5f22055fd645e95c4e1dcad01e68716fa049.tar.gz opensim-SC_OLD-afea5f22055fd645e95c4e1dcad01e68716fa049.tar.bz2 opensim-SC_OLD-afea5f22055fd645e95c4e1dcad01e68716fa049.tar.xz |
remove ^M, as native storage should be UNIX format, and ^M in/out mashing
will happen on the windows side now that eol-style is correct
Diffstat (limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs')
-rw-r--r-- | OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs | 642 |
1 files changed, 321 insertions, 321 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs index 3dc5d77..955e978 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs | |||
@@ -1,321 +1,321 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | /* Original code: Tedd Hansen */ | 28 | /* Original code: Tedd Hansen */ |
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | 31 | using System.Text; |
32 | using System.Threading; | 32 | using System.Threading; |
33 | using System.Reflection; | 33 | using System.Reflection; |
34 | using OpenSim.Region.Environment.Scenes.Scripting; | 34 | using OpenSim.Region.Environment.Scenes.Scripting; |
35 | using libsecondlife; | 35 | using libsecondlife; |
36 | using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; | 36 | using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; |
37 | 37 | ||
38 | namespace OpenSim.Region.ScriptEngine.DotNetEngine | 38 | namespace OpenSim.Region.ScriptEngine.DotNetEngine |
39 | { | 39 | { |
40 | /// <summary> | 40 | /// <summary> |
41 | /// EventQueueManager handles event queues | 41 | /// EventQueueManager handles event queues |
42 | /// Events are queued and executed in separate thread | 42 | /// Events are queued and executed in separate thread |
43 | /// </summary> | 43 | /// </summary> |
44 | [Serializable] | 44 | [Serializable] |
45 | class EventQueueManager | 45 | class EventQueueManager |
46 | { | 46 | { |
47 | /// <summary> | 47 | /// <summary> |
48 | /// List of threads processing event queue | 48 | /// List of threads processing event queue |
49 | /// </summary> | 49 | /// </summary> |
50 | private List<Thread> eventQueueThreads = new List<Thread>(); | 50 | private List<Thread> eventQueueThreads = new List<Thread>(); |
51 | private object queueLock = new object(); // Mutex lock object | 51 | private object queueLock = new object(); // Mutex lock object |
52 | /// <summary> | 52 | /// <summary> |
53 | /// How many ms to sleep if queue is empty | 53 | /// How many ms to sleep if queue is empty |
54 | /// </summary> | 54 | /// </summary> |
55 | private int nothingToDoSleepms = 50; | 55 | private int nothingToDoSleepms = 50; |
56 | /// <summary> | 56 | /// <summary> |
57 | /// How many threads to process queue with | 57 | /// How many threads to process queue with |
58 | /// </summary> | 58 | /// </summary> |
59 | private int numberOfThreads = 2; | 59 | private int numberOfThreads = 2; |
60 | /// <summary> | 60 | /// <summary> |
61 | /// Queue containing events waiting to be executed | 61 | /// Queue containing events waiting to be executed |
62 | /// </summary> | 62 | /// </summary> |
63 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); | 63 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); |
64 | /// <summary> | 64 | /// <summary> |
65 | /// Queue item structure | 65 | /// Queue item structure |
66 | /// </summary> | 66 | /// </summary> |
67 | private struct QueueItemStruct | 67 | private struct QueueItemStruct |
68 | { | 68 | { |
69 | public uint localID; | 69 | public uint localID; |
70 | public LLUUID itemID; | 70 | public LLUUID itemID; |
71 | public string functionName; | 71 | public string functionName; |
72 | public object[] param; | 72 | public object[] param; |
73 | } | 73 | } |
74 | 74 | ||
75 | /// <summary> | 75 | /// <summary> |
76 | /// List of localID locks for mutex processing of script events | 76 | /// List of localID locks for mutex processing of script events |
77 | /// </summary> | 77 | /// </summary> |
78 | private List<uint> objectLocks = new List<uint>(); | 78 | private List<uint> objectLocks = new List<uint>(); |
79 | private object tryLockLock = new object(); // Mutex lock object | 79 | private object tryLockLock = new object(); // Mutex lock object |
80 | 80 | ||
81 | private ScriptEngine m_ScriptEngine; | 81 | private ScriptEngine m_ScriptEngine; |
82 | public EventQueueManager(ScriptEngine _ScriptEngine) | 82 | public EventQueueManager(ScriptEngine _ScriptEngine) |
83 | { | 83 | { |
84 | m_ScriptEngine = _ScriptEngine; | 84 | m_ScriptEngine = _ScriptEngine; |
85 | 85 | ||
86 | // | 86 | // |
87 | // Start event queue processing threads (worker threads) | 87 | // Start event queue processing threads (worker threads) |
88 | // | 88 | // |
89 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) | 89 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) |
90 | { | 90 | { |
91 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); | 91 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); |
92 | eventQueueThreads.Add(EventQueueThread); | 92 | eventQueueThreads.Add(EventQueueThread); |
93 | EventQueueThread.IsBackground = true; | 93 | EventQueueThread.IsBackground = true; |
94 | EventQueueThread.Priority = ThreadPriority.BelowNormal; | 94 | EventQueueThread.Priority = ThreadPriority.BelowNormal; |
95 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | 95 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; |
96 | EventQueueThread.Start(); | 96 | EventQueueThread.Start(); |
97 | } | 97 | } |
98 | } | 98 | } |
99 | ~EventQueueManager() | 99 | ~EventQueueManager() |
100 | { | 100 | { |
101 | 101 | ||
102 | // Kill worker threads | 102 | // Kill worker threads |
103 | foreach (Thread EventQueueThread in new System.Collections.ArrayList(eventQueueThreads)) | 103 | foreach (Thread EventQueueThread in new System.Collections.ArrayList(eventQueueThreads)) |
104 | { | 104 | { |
105 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | 105 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) |
106 | { | 106 | { |
107 | try | 107 | try |
108 | { | 108 | { |
109 | EventQueueThread.Abort(); | 109 | EventQueueThread.Abort(); |
110 | EventQueueThread.Join(); | 110 | EventQueueThread.Join(); |
111 | } | 111 | } |
112 | catch (Exception) | 112 | catch (Exception) |
113 | { | 113 | { |
114 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); | 114 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); |
115 | } | 115 | } |
116 | } | 116 | } |
117 | } | 117 | } |
118 | eventQueueThreads.Clear(); | 118 | eventQueueThreads.Clear(); |
119 | // Todo: Clean up our queues | 119 | // Todo: Clean up our queues |
120 | eventQueue.Clear(); | 120 | eventQueue.Clear(); |
121 | 121 | ||
122 | } | 122 | } |
123 | 123 | ||
124 | /// <summary> | 124 | /// <summary> |
125 | /// Queue processing thread loop | 125 | /// Queue processing thread loop |
126 | /// </summary> | 126 | /// </summary> |
127 | private void EventQueueThreadLoop() | 127 | private void EventQueueThreadLoop() |
128 | { | 128 | { |
129 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); | 129 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); |
130 | try | 130 | try |
131 | { | 131 | { |
132 | QueueItemStruct BlankQIS = new QueueItemStruct(); | 132 | QueueItemStruct BlankQIS = new QueueItemStruct(); |
133 | while (true) | 133 | while (true) |
134 | { | 134 | { |
135 | try | 135 | try |
136 | { | 136 | { |
137 | QueueItemStruct QIS = BlankQIS; | 137 | QueueItemStruct QIS = BlankQIS; |
138 | bool GotItem = false; | 138 | bool GotItem = false; |
139 | 139 | ||
140 | if (eventQueue.Count == 0) | 140 | if (eventQueue.Count == 0) |
141 | { | 141 | { |
142 | // Nothing to do? Sleep a bit waiting for something to do | 142 | // Nothing to do? Sleep a bit waiting for something to do |
143 | Thread.Sleep(nothingToDoSleepms); | 143 | Thread.Sleep(nothingToDoSleepms); |
144 | } | 144 | } |
145 | else | 145 | else |
146 | { | 146 | { |
147 | // Something in queue, process | 147 | // Something in queue, process |
148 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | 148 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); |
149 | 149 | ||
150 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | 150 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD |
151 | lock (queueLock) | 151 | lock (queueLock) |
152 | { | 152 | { |
153 | GotItem = false; | 153 | GotItem = false; |
154 | for (int qc = 0; qc < eventQueue.Count; qc++) | 154 | for (int qc = 0; qc < eventQueue.Count; qc++) |
155 | { | 155 | { |
156 | // Get queue item | 156 | // Get queue item |
157 | QIS = eventQueue.Dequeue(); | 157 | QIS = eventQueue.Dequeue(); |
158 | 158 | ||
159 | // Check if object is being processed by someone else | 159 | // Check if object is being processed by someone else |
160 | if (TryLock(QIS.localID) == false) | 160 | if (TryLock(QIS.localID) == false) |
161 | { | 161 | { |
162 | // Object is already being processed, requeue it | 162 | // Object is already being processed, requeue it |
163 | eventQueue.Enqueue(QIS); | 163 | eventQueue.Enqueue(QIS); |
164 | } | 164 | } |
165 | else | 165 | else |
166 | { | 166 | { |
167 | // We have lock on an object and can process it | 167 | // We have lock on an object and can process it |
168 | GotItem = true; | 168 | GotItem = true; |
169 | break; | 169 | break; |
170 | } | 170 | } |
171 | } // go through queue | 171 | } // go through queue |
172 | } // lock | 172 | } // lock |
173 | 173 | ||
174 | if (GotItem == true) | 174 | if (GotItem == true) |
175 | { | 175 | { |
176 | // Execute function | 176 | // Execute function |
177 | try | 177 | try |
178 | { | 178 | { |
179 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.functionName, QIS.param); | 179 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.functionName, QIS.param); |
180 | } | 180 | } |
181 | catch (Exception e) | 181 | catch (Exception e) |
182 | { | 182 | { |
183 | // DISPLAY ERROR INWORLD | 183 | // DISPLAY ERROR INWORLD |
184 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; | 184 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; |
185 | if (e.InnerException != null) | 185 | if (e.InnerException != null) |
186 | { // Send inner exception | 186 | { // Send inner exception |
187 | text += e.InnerException.Message.ToString(); | 187 | text += e.InnerException.Message.ToString(); |
188 | } | 188 | } |
189 | else | 189 | else |
190 | { // Send normal | 190 | { // Send normal |
191 | text += e.Message.ToString(); | 191 | text += e.Message.ToString(); |
192 | } | 192 | } |
193 | try | 193 | try |
194 | { | 194 | { |
195 | if (text.Length > 1500) | 195 | if (text.Length > 1500) |
196 | text = text.Substring(0, 1500); | 196 | text = text.Substring(0, 1500); |
197 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | 197 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); |
198 | //if (m_host != null) | 198 | //if (m_host != null) |
199 | //{ | 199 | //{ |
200 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), 1, m_host.AbsolutePosition, m_host.Name, m_host.UUID); | 200 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), 1, m_host.AbsolutePosition, m_host.Name, m_host.UUID); |
201 | } catch { | 201 | } catch { |
202 | //} | 202 | //} |
203 | //else | 203 | //else |
204 | //{ | 204 | //{ |
205 | // T oconsole | 205 | // T oconsole |
206 | Console.WriteLine("Unable to send text in-world:\r\n" + text); | 206 | Console.WriteLine("Unable to send text in-world:\r\n" + text); |
207 | } | 207 | } |
208 | 208 | ||
209 | } | 209 | } |
210 | finally | 210 | finally |
211 | { | 211 | { |
212 | ReleaseLock(QIS.localID); | 212 | ReleaseLock(QIS.localID); |
213 | } | 213 | } |
214 | } | 214 | } |
215 | 215 | ||
216 | } // Something in queue | 216 | } // Something in queue |
217 | } catch (ThreadAbortException tae) { | 217 | } catch (ThreadAbortException tae) { |
218 | throw tae; | 218 | throw tae; |
219 | } catch (Exception e) { | 219 | } catch (Exception e) { |
220 | Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString()); | 220 | Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString()); |
221 | } | 221 | } |
222 | } // while | 222 | } // while |
223 | } // try | 223 | } // try |
224 | catch (ThreadAbortException) | 224 | catch (ThreadAbortException) |
225 | { | 225 | { |
226 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); | 226 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); |
227 | } | 227 | } |
228 | } | 228 | } |
229 | 229 | ||
230 | /// <summary> | 230 | /// <summary> |
231 | /// Try to get a mutex lock on localID | 231 | /// Try to get a mutex lock on localID |
232 | /// </summary> | 232 | /// </summary> |
233 | /// <param name="localID"></param> | 233 | /// <param name="localID"></param> |
234 | /// <returns></returns> | 234 | /// <returns></returns> |
235 | private bool TryLock(uint localID) | 235 | private bool TryLock(uint localID) |
236 | { | 236 | { |
237 | lock (tryLockLock) | 237 | lock (tryLockLock) |
238 | { | 238 | { |
239 | if (objectLocks.Contains(localID) == true) | 239 | if (objectLocks.Contains(localID) == true) |
240 | { | 240 | { |
241 | return false; | 241 | return false; |
242 | } | 242 | } |
243 | else | 243 | else |
244 | { | 244 | { |
245 | objectLocks.Add(localID); | 245 | objectLocks.Add(localID); |
246 | return true; | 246 | return true; |
247 | } | 247 | } |
248 | } | 248 | } |
249 | } | 249 | } |
250 | 250 | ||
251 | /// <summary> | 251 | /// <summary> |
252 | /// Release mutex lock on localID | 252 | /// Release mutex lock on localID |
253 | /// </summary> | 253 | /// </summary> |
254 | /// <param name="localID"></param> | 254 | /// <param name="localID"></param> |
255 | private void ReleaseLock(uint localID) | 255 | private void ReleaseLock(uint localID) |
256 | { | 256 | { |
257 | lock (tryLockLock) | 257 | lock (tryLockLock) |
258 | { | 258 | { |
259 | if (objectLocks.Contains(localID) == true) | 259 | if (objectLocks.Contains(localID) == true) |
260 | { | 260 | { |
261 | objectLocks.Remove(localID); | 261 | objectLocks.Remove(localID); |
262 | } | 262 | } |
263 | } | 263 | } |
264 | } | 264 | } |
265 | 265 | ||
266 | 266 | ||
267 | /// <summary> | 267 | /// <summary> |
268 | /// Add event to event execution queue | 268 | /// Add event to event execution queue |
269 | /// </summary> | 269 | /// </summary> |
270 | /// <param name="localID"></param> | 270 | /// <param name="localID"></param> |
271 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | 271 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> |
272 | /// <param name="param">Array of parameters to match event mask</param> | 272 | /// <param name="param">Array of parameters to match event mask</param> |
273 | public void AddToObjectQueue(uint localID, string FunctionName, object[] param) | 273 | public void AddToObjectQueue(uint localID, string FunctionName, object[] param) |
274 | { | 274 | { |
275 | // Determine all scripts in Object and add to their queue | 275 | // Determine all scripts in Object and add to their queue |
276 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); | 276 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); |
277 | 277 | ||
278 | 278 | ||
279 | // Do we have any scripts in this object at all? If not, return | 279 | // Do we have any scripts in this object at all? If not, return |
280 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) | 280 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) |
281 | { | 281 | { |
282 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); | 282 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); |
283 | return; | 283 | return; |
284 | } | 284 | } |
285 | 285 | ||
286 | Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); | 286 | Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); |
287 | 287 | ||
288 | foreach ( LLUUID itemID in scriptKeys ) | 288 | foreach ( LLUUID itemID in scriptKeys ) |
289 | { | 289 | { |
290 | // Add to each script in that object | 290 | // Add to each script in that object |
291 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? | 291 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? |
292 | AddToScriptQueue(localID, itemID, FunctionName, param); | 292 | AddToScriptQueue(localID, itemID, FunctionName, param); |
293 | } | 293 | } |
294 | 294 | ||
295 | } | 295 | } |
296 | 296 | ||
297 | /// <summary> | 297 | /// <summary> |
298 | /// Add event to event execution queue | 298 | /// Add event to event execution queue |
299 | /// </summary> | 299 | /// </summary> |
300 | /// <param name="localID"></param> | 300 | /// <param name="localID"></param> |
301 | /// <param name="itemID"></param> | 301 | /// <param name="itemID"></param> |
302 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | 302 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> |
303 | /// <param name="param">Array of parameters to match event mask</param> | 303 | /// <param name="param">Array of parameters to match event mask</param> |
304 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param) | 304 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param) |
305 | { | 305 | { |
306 | lock (queueLock) | 306 | lock (queueLock) |
307 | { | 307 | { |
308 | // Create a structure and add data | 308 | // Create a structure and add data |
309 | QueueItemStruct QIS = new QueueItemStruct(); | 309 | QueueItemStruct QIS = new QueueItemStruct(); |
310 | QIS.localID = localID; | 310 | QIS.localID = localID; |
311 | QIS.itemID = itemID; | 311 | QIS.itemID = itemID; |
312 | QIS.functionName = FunctionName; | 312 | QIS.functionName = FunctionName; |
313 | QIS.param = param; | 313 | QIS.param = param; |
314 | 314 | ||
315 | // Add it to queue | 315 | // Add it to queue |
316 | eventQueue.Enqueue(QIS); | 316 | eventQueue.Enqueue(QIS); |
317 | } | 317 | } |
318 | } | 318 | } |
319 | 319 | ||
320 | } | 320 | } |
321 | } | 321 | } |