diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs (renamed from OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs) | 725 |
1 files changed, 362 insertions, 363 deletions
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs index e7cb489..62194df 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs | |||
@@ -1,364 +1,363 @@ | |||
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; | 30 | using System.Collections; |
31 | using System.Collections.Generic; | 31 | using System.Collections.Generic; |
32 | using System.Threading; | 32 | using System.Threading; |
33 | using libsecondlife; | 33 | using libsecondlife; |
34 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
35 | using OpenSim.Region.Environment.Scenes.Scripting; | 35 | using OpenSim.Region.Environment.Scenes.Scripting; |
36 | using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL; | 36 | |
37 | 37 | namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase | |
38 | namespace OpenSim.Region.ScriptEngine.DotNetEngine | 38 | { |
39 | { | 39 | /// <summary> |
40 | /// <summary> | 40 | /// EventQueueManager handles event queues |
41 | /// EventQueueManager handles event queues | 41 | /// Events are queued and executed in separate thread |
42 | /// Events are queued and executed in separate thread | 42 | /// </summary> |
43 | /// </summary> | 43 | [Serializable] |
44 | [Serializable] | 44 | public class EventQueueManager |
45 | internal class EventQueueManager | 45 | { |
46 | { | 46 | |
47 | 47 | // | |
48 | // | 48 | // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine". |
49 | // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine". | 49 | // |
50 | // | 50 | // Class purpose is to queue and execute functions that are received by "EventManager": |
51 | // Class purpose is to queue and execute functions that are received by "EventManager": | 51 | // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution. |
52 | // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution. | 52 | // - allowing us to prioritize and control execution of script functions. |
53 | // - allowing us to prioritize and control execution of script functions. | 53 | // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety. |
54 | // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety. | 54 | // |
55 | // | 55 | // 1. Hold an execution queue for scripts |
56 | // 1. Hold an execution queue for scripts | 56 | // 2. Use threads to process queue, each thread executes one script function on each pass. |
57 | // 2. Use threads to process queue, each thread executes one script function on each pass. | 57 | // 3. Catch any script error and process it |
58 | // 3. Catch any script error and process it | 58 | // |
59 | // | 59 | // |
60 | // | 60 | // Notes: |
61 | // Notes: | 61 | // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts. |
62 | // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts. | 62 | // Not noticeable unless server is under high load. |
63 | // Not noticeable unless server is under high load. | 63 | // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet, |
64 | // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet, | 64 | // increase number of threads to allow more concurrent script executions in OpenSim. |
65 | // increase number of threads to allow more concurrent script executions in OpenSim. | 65 | // |
66 | // | 66 | |
67 | 67 | ||
68 | 68 | /// <summary> | |
69 | /// <summary> | 69 | /// List of threads processing event queue |
70 | /// List of threads processing event queue | 70 | /// </summary> |
71 | /// </summary> | 71 | private List<Thread> eventQueueThreads = new List<Thread>(); |
72 | private List<Thread> eventQueueThreads = new List<Thread>(); | 72 | |
73 | 73 | private object queueLock = new object(); // Mutex lock object | |
74 | private object queueLock = new object(); // Mutex lock object | 74 | |
75 | 75 | /// <summary> | |
76 | /// <summary> | 76 | /// How many ms to sleep if queue is empty |
77 | /// How many ms to sleep if queue is empty | 77 | /// </summary> |
78 | /// </summary> | 78 | private int nothingToDoSleepms = 50; |
79 | private int nothingToDoSleepms = 50; | 79 | |
80 | 80 | /// <summary> | |
81 | /// <summary> | 81 | /// How many threads to process queue with |
82 | /// How many threads to process queue with | 82 | /// </summary> |
83 | /// </summary> | 83 | private int numberOfThreads = 2; |
84 | private int numberOfThreads = 2; | 84 | |
85 | 85 | /// <summary> | |
86 | /// <summary> | 86 | /// Queue containing events waiting to be executed |
87 | /// Queue containing events waiting to be executed | 87 | /// </summary> |
88 | /// </summary> | 88 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); |
89 | private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); | 89 | |
90 | 90 | /// <summary> | |
91 | /// <summary> | 91 | /// Queue item structure |
92 | /// Queue item structure | 92 | /// </summary> |
93 | /// </summary> | 93 | private struct QueueItemStruct |
94 | private struct QueueItemStruct | 94 | { |
95 | { | 95 | public uint localID; |
96 | public uint localID; | 96 | public LLUUID itemID; |
97 | public LLUUID itemID; | 97 | public string functionName; |
98 | public string functionName; | 98 | public object[] param; |
99 | public object[] param; | 99 | } |
100 | } | 100 | |
101 | 101 | /// <summary> | |
102 | /// <summary> | 102 | /// List of localID locks for mutex processing of script events |
103 | /// List of localID locks for mutex processing of script events | 103 | /// </summary> |
104 | /// </summary> | 104 | private List<uint> objectLocks = new List<uint>(); |
105 | private List<uint> objectLocks = new List<uint>(); | 105 | |
106 | 106 | private object tryLockLock = new object(); // Mutex lock object | |
107 | private object tryLockLock = new object(); // Mutex lock object | 107 | |
108 | 108 | private ScriptEngine m_ScriptEngine; | |
109 | private ScriptEngine m_ScriptEngine; | 109 | |
110 | 110 | public EventQueueManager(ScriptEngine _ScriptEngine) | |
111 | public EventQueueManager(ScriptEngine _ScriptEngine) | 111 | { |
112 | { | 112 | m_ScriptEngine = _ScriptEngine; |
113 | m_ScriptEngine = _ScriptEngine; | 113 | |
114 | 114 | // | |
115 | // | 115 | // Start event queue processing threads (worker threads) |
116 | // Start event queue processing threads (worker threads) | 116 | // |
117 | // | 117 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) |
118 | for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++) | 118 | { |
119 | { | 119 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); |
120 | Thread EventQueueThread = new Thread(EventQueueThreadLoop); | 120 | eventQueueThreads.Add(EventQueueThread); |
121 | eventQueueThreads.Add(EventQueueThread); | 121 | EventQueueThread.IsBackground = true; |
122 | EventQueueThread.IsBackground = true; | 122 | EventQueueThread.Priority = ThreadPriority.BelowNormal; |
123 | EventQueueThread.Priority = ThreadPriority.BelowNormal; | 123 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; |
124 | EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; | 124 | EventQueueThread.Start(); |
125 | EventQueueThread.Start(); | 125 | } |
126 | } | 126 | } |
127 | } | 127 | |
128 | 128 | ~EventQueueManager() | |
129 | ~EventQueueManager() | 129 | { |
130 | { | 130 | // Kill worker threads |
131 | // Kill worker threads | 131 | foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads)) |
132 | foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads)) | 132 | { |
133 | { | 133 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) |
134 | if (EventQueueThread != null && EventQueueThread.IsAlive == true) | 134 | { |
135 | { | 135 | try |
136 | try | 136 | { |
137 | { | 137 | EventQueueThread.Abort(); |
138 | EventQueueThread.Abort(); | 138 | EventQueueThread.Join(); |
139 | EventQueueThread.Join(); | 139 | } |
140 | } | 140 | catch (Exception) |
141 | catch (Exception) | 141 | { |
142 | { | 142 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); |
143 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString()); | 143 | } |
144 | } | 144 | } |
145 | } | 145 | } |
146 | } | 146 | eventQueueThreads.Clear(); |
147 | eventQueueThreads.Clear(); | 147 | // Todo: Clean up our queues |
148 | // Todo: Clean up our queues | 148 | eventQueue.Clear(); |
149 | eventQueue.Clear(); | 149 | } |
150 | } | 150 | |
151 | 151 | /// <summary> | |
152 | /// <summary> | 152 | /// Queue processing thread loop |
153 | /// Queue processing thread loop | 153 | /// </summary> |
154 | /// </summary> | 154 | private void EventQueueThreadLoop() |
155 | private void EventQueueThreadLoop() | 155 | { |
156 | { | 156 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); |
157 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned"); | 157 | try |
158 | try | 158 | { |
159 | { | 159 | QueueItemStruct BlankQIS = new QueueItemStruct(); |
160 | QueueItemStruct BlankQIS = new QueueItemStruct(); | 160 | while (true) |
161 | while (true) | 161 | { |
162 | { | 162 | try |
163 | try | 163 | { |
164 | { | 164 | QueueItemStruct QIS = BlankQIS; |
165 | QueueItemStruct QIS = BlankQIS; | 165 | bool GotItem = false; |
166 | bool GotItem = false; | 166 | |
167 | 167 | if (eventQueue.Count == 0) | |
168 | if (eventQueue.Count == 0) | 168 | { |
169 | { | 169 | // Nothing to do? Sleep a bit waiting for something to do |
170 | // Nothing to do? Sleep a bit waiting for something to do | 170 | Thread.Sleep(nothingToDoSleepms); |
171 | Thread.Sleep(nothingToDoSleepms); | 171 | } |
172 | } | 172 | else |
173 | else | 173 | { |
174 | { | 174 | // Something in queue, process |
175 | // Something in queue, process | 175 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); |
176 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); | 176 | |
177 | 177 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | |
178 | // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD | 178 | lock (queueLock) |
179 | lock (queueLock) | 179 | { |
180 | { | 180 | GotItem = false; |
181 | GotItem = false; | 181 | for (int qc = 0; qc < eventQueue.Count; qc++) |
182 | for (int qc = 0; qc < eventQueue.Count; qc++) | 182 | { |
183 | { | 183 | // Get queue item |
184 | // Get queue item | 184 | QIS = eventQueue.Dequeue(); |
185 | QIS = eventQueue.Dequeue(); | 185 | |
186 | 186 | // Check if object is being processed by someone else | |
187 | // Check if object is being processed by someone else | 187 | if (TryLock(QIS.localID) == false) |
188 | if (TryLock(QIS.localID) == false) | 188 | { |
189 | { | 189 | // Object is already being processed, requeue it |
190 | // Object is already being processed, requeue it | 190 | eventQueue.Enqueue(QIS); |
191 | eventQueue.Enqueue(QIS); | 191 | } |
192 | } | 192 | else |
193 | else | 193 | { |
194 | { | 194 | // We have lock on an object and can process it |
195 | // We have lock on an object and can process it | 195 | GotItem = true; |
196 | GotItem = true; | 196 | break; |
197 | break; | 197 | } |
198 | } | 198 | } // go through queue |
199 | } // go through queue | 199 | } // lock |
200 | } // lock | 200 | |
201 | 201 | if (GotItem == true) | |
202 | if (GotItem == true) | 202 | { |
203 | { | 203 | // Execute function |
204 | // Execute function | 204 | try |
205 | try | 205 | { |
206 | { | 206 | #if DEBUG |
207 | #if DEBUG | 207 | m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" |
208 | m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n" | 208 | + "QIS.localID: " + QIS.localID |
209 | + "QIS.localID: " + QIS.localID | 209 | + ", QIS.itemID: " + QIS.itemID |
210 | + ", QIS.itemID: " + QIS.itemID | 210 | + ", QIS.functionName: " + QIS.functionName); |
211 | + ", QIS.functionName: " + QIS.functionName); | 211 | #endif |
212 | #endif | 212 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, |
213 | m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, | 213 | QIS.functionName, QIS.param); |
214 | QIS.functionName, QIS.param); | 214 | } |
215 | } | 215 | catch (Exception e) |
216 | catch (Exception e) | 216 | { |
217 | { | 217 | // DISPLAY ERROR INWORLD |
218 | // DISPLAY ERROR INWORLD | 218 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; |
219 | string text = "Error executing script function \"" + QIS.functionName + "\":\r\n"; | 219 | //if (e.InnerException != null) |
220 | //if (e.InnerException != null) | 220 | //{ |
221 | //{ | 221 | // Send inner exception |
222 | // Send inner exception | 222 | text += e.InnerException.Message.ToString(); |
223 | text += e.InnerException.Message.ToString(); | 223 | //} |
224 | //} | 224 | //else |
225 | //else | 225 | //{ |
226 | //{ | 226 | text += "\r\n"; |
227 | text += "\r\n"; | 227 | // Send normal |
228 | // Send normal | 228 | text += e.Message.ToString(); |
229 | text += e.Message.ToString(); | 229 | //} |
230 | //} | 230 | try |
231 | try | 231 | { |
232 | { | 232 | if (text.Length > 1500) |
233 | if (text.Length > 1500) | 233 | text = text.Substring(0, 1500); |
234 | text = text.Substring(0, 1500); | 234 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); |
235 | IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); | 235 | //if (m_host != null) |
236 | //if (m_host != null) | 236 | //{ |
237 | //{ | 237 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, |
238 | m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0, | 238 | m_host.AbsolutePosition, m_host.Name, m_host.UUID); |
239 | m_host.AbsolutePosition, m_host.Name, m_host.UUID); | 239 | } |
240 | } | 240 | catch |
241 | catch | 241 | { |
242 | { | 242 | //} |
243 | //} | 243 | //else |
244 | //else | 244 | //{ |
245 | //{ | 245 | // T oconsole |
246 | // T oconsole | 246 | m_ScriptEngine.Log.Error("ScriptEngine", |
247 | m_ScriptEngine.Log.Error("ScriptEngine", | 247 | "Unable to send text in-world:\r\n" + text); |
248 | "Unable to send text in-world:\r\n" + text); | 248 | } |
249 | } | 249 | } |
250 | } | 250 | finally |
251 | finally | 251 | { |
252 | { | 252 | ReleaseLock(QIS.localID); |
253 | ReleaseLock(QIS.localID); | 253 | } |
254 | } | 254 | } |
255 | } | 255 | } // Something in queue |
256 | } // Something in queue | 256 | } |
257 | } | 257 | catch (ThreadAbortException tae) |
258 | catch (ThreadAbortException tae) | 258 | { |
259 | { | 259 | throw tae; |
260 | throw tae; | 260 | } |
261 | } | 261 | catch (Exception e) |
262 | catch (Exception e) | 262 | { |
263 | { | 263 | m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); |
264 | m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString()); | 264 | } |
265 | } | 265 | } // while |
266 | } // while | 266 | } // try |
267 | } // try | 267 | catch (ThreadAbortException) |
268 | catch (ThreadAbortException) | 268 | { |
269 | { | 269 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); |
270 | //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message); | 270 | } |
271 | } | 271 | } |
272 | } | 272 | |
273 | 273 | /// <summary> | |
274 | /// <summary> | 274 | /// Try to get a mutex lock on localID |
275 | /// Try to get a mutex lock on localID | 275 | /// </summary> |
276 | /// </summary> | 276 | /// <param name="localID"></param> |
277 | /// <param name="localID"></param> | 277 | /// <returns></returns> |
278 | /// <returns></returns> | 278 | private bool TryLock(uint localID) |
279 | private bool TryLock(uint localID) | 279 | { |
280 | { | 280 | lock (tryLockLock) |
281 | lock (tryLockLock) | 281 | { |
282 | { | 282 | if (objectLocks.Contains(localID) == true) |
283 | if (objectLocks.Contains(localID) == true) | 283 | { |
284 | { | 284 | return false; |
285 | return false; | 285 | } |
286 | } | 286 | else |
287 | else | 287 | { |
288 | { | 288 | objectLocks.Add(localID); |
289 | objectLocks.Add(localID); | 289 | return true; |
290 | return true; | 290 | } |
291 | } | 291 | } |
292 | } | 292 | } |
293 | } | 293 | |
294 | 294 | /// <summary> | |
295 | /// <summary> | 295 | /// Release mutex lock on localID |
296 | /// Release mutex lock on localID | 296 | /// </summary> |
297 | /// </summary> | 297 | /// <param name="localID"></param> |
298 | /// <param name="localID"></param> | 298 | private void ReleaseLock(uint localID) |
299 | private void ReleaseLock(uint localID) | 299 | { |
300 | { | 300 | lock (tryLockLock) |
301 | lock (tryLockLock) | 301 | { |
302 | { | 302 | if (objectLocks.Contains(localID) == true) |
303 | if (objectLocks.Contains(localID) == true) | 303 | { |
304 | { | 304 | objectLocks.Remove(localID); |
305 | objectLocks.Remove(localID); | 305 | } |
306 | } | 306 | } |
307 | } | 307 | } |
308 | } | 308 | |
309 | 309 | ||
310 | 310 | /// <summary> | |
311 | /// <summary> | 311 | /// Add event to event execution queue |
312 | /// Add event to event execution queue | 312 | /// </summary> |
313 | /// </summary> | 313 | /// <param name="localID"></param> |
314 | /// <param name="localID"></param> | 314 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> |
315 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | 315 | /// <param name="param">Array of parameters to match event mask</param> |
316 | /// <param name="param">Array of parameters to match event mask</param> | 316 | public void AddToObjectQueue(uint localID, string FunctionName, params object[] param) |
317 | public void AddToObjectQueue(uint localID, string FunctionName, params object[] param) | 317 | { |
318 | { | 318 | // Determine all scripts in Object and add to their queue |
319 | // Determine all scripts in Object and add to their queue | 319 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); |
320 | //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName); | 320 | |
321 | 321 | ||
322 | 322 | // Do we have any scripts in this object at all? If not, return | |
323 | // Do we have any scripts in this object at all? If not, return | 323 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) |
324 | if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false) | 324 | { |
325 | { | 325 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); |
326 | //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID."); | 326 | return; |
327 | return; | 327 | } |
328 | } | 328 | |
329 | 329 | Dictionary<LLUUID, IScript>.KeyCollection scriptKeys = | |
330 | Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys = | 330 | m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); |
331 | m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID); | 331 | |
332 | 332 | foreach (LLUUID itemID in scriptKeys) | |
333 | foreach (LLUUID itemID in scriptKeys) | 333 | { |
334 | { | 334 | // Add to each script in that object |
335 | // Add to each script in that object | 335 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? |
336 | // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter? | 336 | AddToScriptQueue(localID, itemID, FunctionName, param); |
337 | AddToScriptQueue(localID, itemID, FunctionName, param); | 337 | } |
338 | } | 338 | } |
339 | } | 339 | |
340 | 340 | /// <summary> | |
341 | /// <summary> | 341 | /// Add event to event execution queue |
342 | /// Add event to event execution queue | 342 | /// </summary> |
343 | /// </summary> | 343 | /// <param name="localID"></param> |
344 | /// <param name="localID"></param> | 344 | /// <param name="itemID"></param> |
345 | /// <param name="itemID"></param> | 345 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> |
346 | /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param> | 346 | /// <param name="param">Array of parameters to match event mask</param> |
347 | /// <param name="param">Array of parameters to match event mask</param> | 347 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param) |
348 | public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, params object[] param) | 348 | { |
349 | { | 349 | lock (queueLock) |
350 | lock (queueLock) | 350 | { |
351 | { | 351 | // Create a structure and add data |
352 | // Create a structure and add data | 352 | QueueItemStruct QIS = new QueueItemStruct(); |
353 | QueueItemStruct QIS = new QueueItemStruct(); | 353 | QIS.localID = localID; |
354 | QIS.localID = localID; | 354 | QIS.itemID = itemID; |
355 | QIS.itemID = itemID; | 355 | QIS.functionName = FunctionName; |
356 | QIS.functionName = FunctionName; | 356 | QIS.param = param; |
357 | QIS.param = param; | 357 | |
358 | 358 | // Add it to queue | |
359 | // Add it to queue | 359 | eventQueue.Enqueue(QIS); |
360 | eventQueue.Enqueue(QIS); | 360 | } |
361 | } | 361 | } |
362 | } | 362 | } |
363 | } | ||
364 | } \ No newline at end of file | 363 | } \ No newline at end of file |