From e5db6a75d02cf057dad316f5707f69fcbfbb0b1a Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Fri, 26 Sep 2008 17:59:36 +0000
Subject: Finishing the code cleanup in DNE, make llDie work again in DNE. Add
some compile messages from XEngine into DNE as well.
---
.../DotNetEngine/EventQueueThreadClass.cs | 359 ++++++++++-----------
1 file changed, 170 insertions(+), 189 deletions(-)
(limited to 'OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs')
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs
index db3f89f..a9de503 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs
+++ b/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs
@@ -34,20 +34,18 @@ using System.Globalization;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
+using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Scenes.Scripting;
+using OpenSim.Region.ScriptEngine.Shared;
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
- ///
+ // 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
- ///
+ // How many ms to sleep if queue is empty
private static int nothingToDoSleepms;// = 50;
private static ThreadPriority MyThreadPriority;
@@ -77,13 +75,17 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
lock (ScriptEngine.ScriptEngines)
{
- foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
+ foreach (ScriptEngine m_ScriptEngine in
+ ScriptEngine.ScriptEngines)
{
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
- nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
+ nothingToDoSleepms =
+ m_ScriptEngine.ScriptConfigSource.GetInt(
+ "SleepTimeIfNoScriptExecutionMs", 50);
+
+ string pri = m_ScriptEngine.ScriptConfigSource.GetString(
+ "ScriptThreadPriority", "BelowNormal");
- // 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":
@@ -102,9 +104,12 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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\".");
+ MyThreadPriority = ThreadPriority.BelowNormal;
+ m_ScriptEngine.Log.Error(
+ "[ScriptEngine.DotNetEngine]: Unknown "+
+ "priority type \"" + pri +
+ "\" in config file. Defaulting to "+
+ "\"BelowNormal\".");
break;
}
}
@@ -128,41 +133,41 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
EventQueueThread.Start();
ThreadTracker.Add(EventQueueThread);
- // Look at this... Don't you wish everyone did that solid coding everywhere? :P
+ // 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 EventQueueManager.QueueItemStruct BlankQIS =
+ new EventQueueManager.QueueItemStruct();
+
private ScriptEngine lastScriptEngine;
- ///
- /// Queue processing thread loop
- ///
+ private uint lastLocalID;
+
+ // 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)
@@ -177,205 +182,181 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
catch (ThreadAbortException)
{
if (lastScriptEngine != null)
- lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
+ lastScriptEngine.Log.Info("[" + ScriptEngineName +
+ "]: ThreadAbortException while executing "+
+ "function.");
+ }
+ catch (SelfDeleteException) // Must delete SOG
+ {
+ SceneObjectPart part =
+ lastScriptEngine.World.GetSceneObjectPart(
+ lastLocalID);
+
+ if (part != null && part.ParentGroup != null)
+ lastScriptEngine.World.DeleteSceneObject(
+ part.ParentGroup);
}
catch (Exception e)
{
if (lastScriptEngine != null)
- lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
+ 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))
+ foreach (ScriptEngine m_ScriptEngine in
+ new ArrayList(ScriptEngine.ScriptEngines))
+ {
+ lastScriptEngine = m_ScriptEngine;
+
+ 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)
{
- 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
+
+ // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME
+ // OBJECT IS NOT GOOD
+ lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
{
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
+ 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;
+ }
+ }
}
- 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)
+ if (GotItem == true)
+ {
+ // Execute function
+ try
{
- GotItem = false;
- for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
+ // Only pipe event if land supports it.
+ if (m_ScriptEngine.World.PipeEventsForScript(
+ QIS.localID))
{
- // Get queue item
- QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
+ lastLocalID = 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);
- // 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;
- }
+ InExecution = false;
}
}
-
- if (GotItem == true)
+ catch (Exception e)
{
- // Execute function
- try
+ InExecution = false;
+ // DISPLAY ERROR INWORLD
+ string text = "Error executing script function \"" +
+ QIS.functionName + "\":\r\n";
+
+ if (e.InnerException != null)
{
- ///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;
- }
+ // 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;
}
- catch (Exception e)
+ else
{
- 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);
- }
- }
+ text += "\r\n";
+ // Send normal
+ text += e.Message.ToString();
+ }
+ if (KillCurrentScript)
+ text += "\r\nScript will be deactivated!";
- // Pass it on so it's displayed on the console
- // and in the logs (mikem 2008.06.02).
- throw e.InnerException;
+ try
+ {
+ if (text.Length > 1500)
+ text = text.Substring(0, 1500);
+ IScriptHost m_host =
+ m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
+ m_ScriptEngine.World.SimChat(
+ Utils.StringToBytes(text),
+ ChatTypeEnum.DebugChannel, 2147483647,
+ m_host.AbsolutePosition,
+ m_host.Name, m_host.UUID, false);
+ }
+ catch (Exception)
+ {
+ m_ScriptEngine.m_EventQueueManager.
+ m_ScriptEngine.Log.Error("[" +
+ ScriptEngineName + "]: " +
+ "Unable to send text in-world:\r\n" +
+ text);
}
finally
{
- InExecution = false;
- m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
+ // 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;
}
}
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