From afea5f22055fd645e95c4e1dcad01e68716fa049 Mon Sep 17 00:00:00 2001
From: Sean Dague
Date: Thu, 13 Sep 2007 11:41:42 +0000
Subject: 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
---
.../ScriptEngine/DotNetEngine/EventQueueManager.cs | 642 ++++++++++-----------
1 file changed, 321 insertions(+), 321 deletions(-)
(limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs')
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 @@
-/*
-* 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.
-*
-*/
-/* Original code: Tedd Hansen */
-using System;
-using System.Collections.Generic;
-using System.Text;
-using System.Threading;
-using System.Reflection;
-using OpenSim.Region.Environment.Scenes.Scripting;
-using libsecondlife;
-using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
-
-namespace OpenSim.Region.ScriptEngine.DotNetEngine
-{
- ///
- /// EventQueueManager handles event queues
- /// Events are queued and executed in separate thread
- ///
- [Serializable]
- class EventQueueManager
- {
- ///
- /// List of threads processing event queue
- ///
- private List eventQueueThreads = new List();
- private object queueLock = new object(); // Mutex lock object
- ///
- /// How many ms to sleep if queue is empty
- ///
- private int nothingToDoSleepms = 50;
- ///
- /// How many threads to process queue with
- ///
- private int numberOfThreads = 2;
- ///
- /// Queue containing events waiting to be executed
- ///
- private Queue eventQueue = new Queue();
- ///
- /// Queue item structure
- ///
- private struct QueueItemStruct
- {
- public uint localID;
- public LLUUID itemID;
- public string functionName;
- public object[] param;
- }
-
- ///
- /// List of localID locks for mutex processing of script events
- ///
- private List objectLocks = new List();
- private object tryLockLock = new object(); // Mutex lock object
-
- private ScriptEngine m_ScriptEngine;
- public EventQueueManager(ScriptEngine _ScriptEngine)
- {
- m_ScriptEngine = _ScriptEngine;
-
- //
- // Start event queue processing threads (worker threads)
- //
- for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
- {
- Thread EventQueueThread = new Thread(EventQueueThreadLoop);
- eventQueueThreads.Add(EventQueueThread);
- EventQueueThread.IsBackground = true;
- EventQueueThread.Priority = ThreadPriority.BelowNormal;
- EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
- EventQueueThread.Start();
- }
- }
- ~EventQueueManager()
- {
-
- // Kill worker threads
- foreach (Thread EventQueueThread in new System.Collections.ArrayList(eventQueueThreads))
- {
- if (EventQueueThread != null && EventQueueThread.IsAlive == true)
- {
- try
- {
- EventQueueThread.Abort();
- EventQueueThread.Join();
- }
- catch (Exception)
- {
- //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
- }
- }
- }
- eventQueueThreads.Clear();
- // Todo: Clean up our queues
- eventQueue.Clear();
-
- }
-
- ///
- /// Queue processing thread loop
- ///
- private void EventQueueThreadLoop()
- {
- //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
- try
- {
- QueueItemStruct BlankQIS = new QueueItemStruct();
- while (true)
- {
- try
- {
- QueueItemStruct QIS = BlankQIS;
- bool GotItem = false;
-
- if (eventQueue.Count == 0)
- {
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
- }
- else
- {
- // Something in queue, process
- //myScriptEngine.m_logger.Verbose("ScriptEngine", "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 (queueLock)
- {
- GotItem = false;
- for (int qc = 0; qc < eventQueue.Count; qc++)
- {
- // Get queue item
- QIS = eventQueue.Dequeue();
-
- // Check if object is being processed by someone else
- if (TryLock(QIS.localID) == false)
- {
- // Object is already being processed, requeue it
- eventQueue.Enqueue(QIS);
- }
- else
- {
- // We have lock on an object and can process it
- GotItem = true;
- break;
- }
- } // go through queue
- } // lock
-
- if (GotItem == true)
- {
- // Execute function
- try
- {
- m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.functionName, QIS.param);
- }
- catch (Exception e)
- {
- // 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
- { // Send normal
- text += e.Message.ToString();
- }
- 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), 1, m_host.AbsolutePosition, m_host.Name, m_host.UUID);
- } catch {
- //}
- //else
- //{
- // T oconsole
- Console.WriteLine("Unable to send text in-world:\r\n" + text);
- }
-
- }
- finally
- {
- ReleaseLock(QIS.localID);
- }
- }
-
- } // Something in queue
- } catch (ThreadAbortException tae) {
- throw tae;
- } catch (Exception e) {
- Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString());
- }
- } // while
- } // try
- catch (ThreadAbortException)
- {
- //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
- }
- }
-
- ///
- /// Try to get a mutex lock on localID
- ///
- ///
- ///
- private bool TryLock(uint localID)
- {
- lock (tryLockLock)
- {
- if (objectLocks.Contains(localID) == true)
- {
- return false;
- }
- else
- {
- objectLocks.Add(localID);
- return true;
- }
- }
- }
-
- ///
- /// Release mutex lock on localID
- ///
- ///
- private void ReleaseLock(uint localID)
- {
- lock (tryLockLock)
- {
- if (objectLocks.Contains(localID) == true)
- {
- objectLocks.Remove(localID);
- }
- }
- }
-
-
- ///
- /// Add event to event execution queue
- ///
- ///
- /// Name of the function, will be state + "_event_" + FunctionName
- /// Array of parameters to match event mask
- public void AddToObjectQueue(uint localID, string FunctionName, object[] param)
- {
- // Determine all scripts in Object and add to their queue
- //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
-
-
- // Do we have any scripts in this object at all? If not, return
- if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
- {
- //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
- return;
- }
-
- Dictionary.KeyCollection scriptKeys = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
-
- foreach ( LLUUID itemID in scriptKeys )
- {
- // Add to each script in that object
- // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
- AddToScriptQueue(localID, itemID, FunctionName, param);
- }
-
- }
-
- ///
- /// Add event to event execution queue
- ///
- ///
- ///
- /// Name of the function, will be state + "_event_" + FunctionName
- /// Array of parameters to match event mask
- public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param)
- {
- lock (queueLock)
- {
- // Create a structure and add data
- QueueItemStruct QIS = new QueueItemStruct();
- QIS.localID = localID;
- QIS.itemID = itemID;
- QIS.functionName = FunctionName;
- QIS.param = param;
-
- // Add it to queue
- eventQueue.Enqueue(QIS);
- }
- }
-
- }
-}
+/*
+* 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.
+*
+*/
+/* Original code: Tedd Hansen */
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.Threading;
+using System.Reflection;
+using OpenSim.Region.Environment.Scenes.Scripting;
+using libsecondlife;
+using OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL;
+
+namespace OpenSim.Region.ScriptEngine.DotNetEngine
+{
+ ///
+ /// EventQueueManager handles event queues
+ /// Events are queued and executed in separate thread
+ ///
+ [Serializable]
+ class EventQueueManager
+ {
+ ///
+ /// List of threads processing event queue
+ ///
+ private List eventQueueThreads = new List();
+ private object queueLock = new object(); // Mutex lock object
+ ///
+ /// How many ms to sleep if queue is empty
+ ///
+ private int nothingToDoSleepms = 50;
+ ///
+ /// How many threads to process queue with
+ ///
+ private int numberOfThreads = 2;
+ ///
+ /// Queue containing events waiting to be executed
+ ///
+ private Queue eventQueue = new Queue();
+ ///
+ /// Queue item structure
+ ///
+ private struct QueueItemStruct
+ {
+ public uint localID;
+ public LLUUID itemID;
+ public string functionName;
+ public object[] param;
+ }
+
+ ///
+ /// List of localID locks for mutex processing of script events
+ ///
+ private List objectLocks = new List();
+ private object tryLockLock = new object(); // Mutex lock object
+
+ private ScriptEngine m_ScriptEngine;
+ public EventQueueManager(ScriptEngine _ScriptEngine)
+ {
+ m_ScriptEngine = _ScriptEngine;
+
+ //
+ // Start event queue processing threads (worker threads)
+ //
+ for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
+ {
+ Thread EventQueueThread = new Thread(EventQueueThreadLoop);
+ eventQueueThreads.Add(EventQueueThread);
+ EventQueueThread.IsBackground = true;
+ EventQueueThread.Priority = ThreadPriority.BelowNormal;
+ EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
+ EventQueueThread.Start();
+ }
+ }
+ ~EventQueueManager()
+ {
+
+ // Kill worker threads
+ foreach (Thread EventQueueThread in new System.Collections.ArrayList(eventQueueThreads))
+ {
+ if (EventQueueThread != null && EventQueueThread.IsAlive == true)
+ {
+ try
+ {
+ EventQueueThread.Abort();
+ EventQueueThread.Join();
+ }
+ catch (Exception)
+ {
+ //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
+ }
+ }
+ }
+ eventQueueThreads.Clear();
+ // Todo: Clean up our queues
+ eventQueue.Clear();
+
+ }
+
+ ///
+ /// Queue processing thread loop
+ ///
+ private void EventQueueThreadLoop()
+ {
+ //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
+ try
+ {
+ QueueItemStruct BlankQIS = new QueueItemStruct();
+ while (true)
+ {
+ try
+ {
+ QueueItemStruct QIS = BlankQIS;
+ bool GotItem = false;
+
+ if (eventQueue.Count == 0)
+ {
+ // Nothing to do? Sleep a bit waiting for something to do
+ Thread.Sleep(nothingToDoSleepms);
+ }
+ else
+ {
+ // Something in queue, process
+ //myScriptEngine.m_logger.Verbose("ScriptEngine", "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 (queueLock)
+ {
+ GotItem = false;
+ for (int qc = 0; qc < eventQueue.Count; qc++)
+ {
+ // Get queue item
+ QIS = eventQueue.Dequeue();
+
+ // Check if object is being processed by someone else
+ if (TryLock(QIS.localID) == false)
+ {
+ // Object is already being processed, requeue it
+ eventQueue.Enqueue(QIS);
+ }
+ else
+ {
+ // We have lock on an object and can process it
+ GotItem = true;
+ break;
+ }
+ } // go through queue
+ } // lock
+
+ if (GotItem == true)
+ {
+ // Execute function
+ try
+ {
+ m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID, QIS.functionName, QIS.param);
+ }
+ catch (Exception e)
+ {
+ // 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
+ { // Send normal
+ text += e.Message.ToString();
+ }
+ 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), 1, m_host.AbsolutePosition, m_host.Name, m_host.UUID);
+ } catch {
+ //}
+ //else
+ //{
+ // T oconsole
+ Console.WriteLine("Unable to send text in-world:\r\n" + text);
+ }
+
+ }
+ finally
+ {
+ ReleaseLock(QIS.localID);
+ }
+ }
+
+ } // Something in queue
+ } catch (ThreadAbortException tae) {
+ throw tae;
+ } catch (Exception e) {
+ Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString());
+ }
+ } // while
+ } // try
+ catch (ThreadAbortException)
+ {
+ //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
+ }
+ }
+
+ ///
+ /// Try to get a mutex lock on localID
+ ///
+ ///
+ ///
+ private bool TryLock(uint localID)
+ {
+ lock (tryLockLock)
+ {
+ if (objectLocks.Contains(localID) == true)
+ {
+ return false;
+ }
+ else
+ {
+ objectLocks.Add(localID);
+ return true;
+ }
+ }
+ }
+
+ ///
+ /// Release mutex lock on localID
+ ///
+ ///
+ private void ReleaseLock(uint localID)
+ {
+ lock (tryLockLock)
+ {
+ if (objectLocks.Contains(localID) == true)
+ {
+ objectLocks.Remove(localID);
+ }
+ }
+ }
+
+
+ ///
+ /// Add event to event execution queue
+ ///
+ ///
+ /// Name of the function, will be state + "_event_" + FunctionName
+ /// Array of parameters to match event mask
+ public void AddToObjectQueue(uint localID, string FunctionName, object[] param)
+ {
+ // Determine all scripts in Object and add to their queue
+ //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
+
+
+ // Do we have any scripts in this object at all? If not, return
+ if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
+ {
+ //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
+ return;
+ }
+
+ Dictionary.KeyCollection scriptKeys = m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
+
+ foreach ( LLUUID itemID in scriptKeys )
+ {
+ // Add to each script in that object
+ // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
+ AddToScriptQueue(localID, itemID, FunctionName, param);
+ }
+
+ }
+
+ ///
+ /// Add event to event execution queue
+ ///
+ ///
+ ///
+ /// Name of the function, will be state + "_event_" + FunctionName
+ /// Array of parameters to match event mask
+ public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param)
+ {
+ lock (queueLock)
+ {
+ // Create a structure and add data
+ QueueItemStruct QIS = new QueueItemStruct();
+ QIS.localID = localID;
+ QIS.itemID = itemID;
+ QIS.functionName = FunctionName;
+ QIS.param = param;
+
+ // Add it to queue
+ eventQueue.Enqueue(QIS);
+ }
+ }
+
+ }
+}
--
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