From 824283ca3c2ab54868ed61fdb0a329221d69e5fa Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Fri, 26 Sep 2008 13:16:11 +0000 Subject: Remove all the subclassing complexity and script server interfaces from DNE and move all of DNE into the DotNetEngine directory. Remove references that would cause the script runtime to load the entire engine + scene into each script appdomain. This might help DNE memory consumption. --- .../DotNetEngine/EventQueueThreadClass.cs | 381 +++++++++++++++++++++ 1 file changed, 381 insertions(+) create mode 100644 OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs (limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs') diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs new file mode 100644 index 0000000..db3f89f --- /dev/null +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs @@ -0,0 +1,381 @@ +/* + * 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; +using System.Reflection; +using System.Text.RegularExpressions; +using System.Threading; +using System.Globalization; +using OpenMetaverse; +using log4net; +using OpenSim.Framework; +using OpenSim.Region.Environment.Scenes.Scripting; + +namespace OpenSim.Region.ScriptEngine.DotNetEngine +{ + /// + /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class + /// + public class EventQueueThreadClass : iScriptEngineFunctionModule + { + // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + /// + /// How many ms to sleep if queue is empty + /// + private static int nothingToDoSleepms;// = 50; + private static ThreadPriority MyThreadPriority; + + public long LastExecutionStarted; + public bool InExecution = false; + public bool KillCurrentScript = false; + + //private EventQueueManager eventQueueManager; + public Thread EventQueueThread; + private static int ThreadCount = 0; + + private string ScriptEngineName = "ScriptEngine.Common"; + + public EventQueueThreadClass()//EventQueueManager eqm + { + //eventQueueManager = eqm; + ReadConfig(); + Start(); + } + + ~EventQueueThreadClass() + { + Stop(); + } + + public void ReadConfig() + { + lock (ScriptEngine.ScriptEngines) + { + foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines) + { + ScriptEngineName = m_ScriptEngine.ScriptEngineName; + nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); + + // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually + string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); + switch (pri.ToLower()) + { + case "lowest": + MyThreadPriority = ThreadPriority.Lowest; + break; + case "belownormal": + MyThreadPriority = ThreadPriority.BelowNormal; + break; + case "normal": + MyThreadPriority = ThreadPriority.Normal; + break; + case "abovenormal": + MyThreadPriority = ThreadPriority.AboveNormal; + break; + case "highest": + MyThreadPriority = ThreadPriority.Highest; + break; + default: + MyThreadPriority = ThreadPriority.BelowNormal; // Default + m_ScriptEngine.Log.Error("[ScriptEngine.DotNetEngine]: Unknown priority type \"" + pri + + "\" in config file. Defaulting to \"BelowNormal\"."); + break; + } + } + } + // Now set that priority + if (EventQueueThread != null) + if (EventQueueThread.IsAlive) + EventQueueThread.Priority = MyThreadPriority; + } + + /// + /// Start thread + /// + private void Start() + { + EventQueueThread = new Thread(EventQueueThreadLoop); + EventQueueThread.IsBackground = true; + + EventQueueThread.Priority = MyThreadPriority; + EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; + EventQueueThread.Start(); + ThreadTracker.Add(EventQueueThread); + + // Look at this... Don't you wish everyone did that solid coding everywhere? :P + if (ThreadCount == int.MaxValue) + ThreadCount = 0; + ThreadCount++; + } + + public void Stop() + { + //PleaseShutdown = true; // Set shutdown flag + //Thread.Sleep(100); // Wait a bit + if (EventQueueThread != null && EventQueueThread.IsAlive == true) + { + try + { + EventQueueThread.Abort(); // Send abort + //EventQueueThread.Join(); // Wait for it + } + catch (Exception) + { + //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Exception killing worker thread: " + e.ToString()); + } + } + } + + private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); + private ScriptEngine lastScriptEngine; + /// + /// Queue processing thread loop + /// + private void EventQueueThreadLoop() + { + CultureInfo USCulture = new CultureInfo("en-US"); + Thread.CurrentThread.CurrentCulture = USCulture; + + //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned"); + try + { + while (true) + { + try + { + while (true) + { + DoProcessQueue(); + } + } + catch (ThreadAbortException) + { + if (lastScriptEngine != null) + lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function."); + } + catch (Exception e) + { + if (lastScriptEngine != null) + lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString()); + } + } + } + catch (ThreadAbortException) + { + //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message); + } + } + + public void DoProcessQueue() + { + //lock (ScriptEngine.ScriptEngines) + //{ + foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) + { + lastScriptEngine = m_ScriptEngine; + // Every now and then check if we should shut down + //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0) + //{ + // // Someone should shut down, lets get exclusive lock + // lock (EventQueueManager.ThreadsToExitLock) + // { + // // Lets re-check in case someone grabbed it + // if (EventQueueManager.ThreadsToExit > 0) + // { + // // Its crowded here so we'll shut down + // EventQueueManager.ThreadsToExit--; + // Stop(); + // return; + // } + // else + // { + // // We have been asked to shut down + // Stop(); + // return; + // } + // } + //} + + //try + // { + EventQueueManager.QueueItemStruct QIS = BlankQIS; + bool GotItem = false; + + //if (PleaseShutdown) + // return; + + if (m_ScriptEngine.m_EventQueueManager == null || m_ScriptEngine.m_EventQueueManager.eventQueue == null) + continue; + + if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0) + { + // Nothing to do? Sleep a bit waiting for something to do + Thread.Sleep(nothingToDoSleepms); + } + else + { + // Something in queue, process + //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: 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 (m_ScriptEngine.m_EventQueueManager.eventQueue) + { + GotItem = false; + for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++) + { + // Get queue item + QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue(); + + // Check if object is being processed by someone else + if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false) + { + // Object is already being processed, requeue it + m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS); + } + else + { + // We have lock on an object and can process it + GotItem = true; + break; + } + } + } + + if (GotItem == true) + { + // Execute function + try + { + ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined +#if DEBUG + //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " + + // "Executing event:\r\n" + // + "QIS.localID: " + QIS.localID + // + ", QIS.itemID: " + QIS.itemID + // + ", QIS.functionName: " + + // QIS.functionName); +#endif + // Only pipe event if land supports it. + if (m_ScriptEngine.World.PipeEventsForScript(QIS.localID)) + { + LastExecutionStarted = DateTime.Now.Ticks; + KillCurrentScript = false; + InExecution = true; + m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, + QIS.itemID, + QIS.functionName, + QIS.llDetectParams, + QIS.param); + InExecution = false; + } + } + catch (Exception e) + { + InExecution = false; + // DISPLAY ERROR INWORLD + string text = "Error executing script function \"" + QIS.functionName + + "\":\r\n"; + if (e.InnerException != null) + { + // Send inner exception + string line = " (unknown line)"; + Regex rx = new Regex(@"SecondLife\.Script\..+[\s:](?\d+)\.?\r?$", RegexOptions.Compiled); + if (rx.Match(e.InnerException.ToString()).Success) + line = " (line " + rx.Match(e.InnerException.ToString()).Result("${line}") + ")"; + text += e.InnerException.Message.ToString() + line; + } + else + { + text += "\r\n"; + // Send normal + text += e.Message.ToString(); + } + if (KillCurrentScript) + text += "\r\nScript will be deactivated!"; + + 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(Utils.StringToBytes(text), + ChatTypeEnum.DebugChannel, 2147483647, + m_host.AbsolutePosition, + m_host.Name, m_host.UUID, false); + } + catch (Exception) + { + //} + //else + //{ + // T oconsole + m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + + "]: " + + "Unable to send text in-world:\r\n" + + text); + } + finally + { + // So we are done sending message in-world + if (KillCurrentScript) + { + m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( + QIS.localID, QIS.itemID); + } + } + + // Pass it on so it's displayed on the console + // and in the logs (mikem 2008.06.02). + throw e.InnerException; + } + finally + { + InExecution = false; + m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID); + } + } + } + } + // } + } + + ///// + ///// If set to true then threads and stuff should try to make a graceful exit + ///// + //public bool PleaseShutdown + //{ + // get { return _PleaseShutdown; } + // set { _PleaseShutdown = value; } + //} + //private bool _PleaseShutdown = false; + } +} -- cgit v1.1