/* * 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.Collections.Generic; using System.Threading; using libsecondlife; using OpenSim.Framework; using OpenSim.Region.Environment.Scenes.Scripting; namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase { /// /// EventQueueManager handles event queues /// Events are queued and executed in separate thread /// [Serializable] public class EventQueueManager { // // Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine". // // Class purpose is to queue and execute functions that are received by "EventManager": // - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution. // - allowing us to prioritize and control execution of script functions. // Class can use multiple threads for simultaneous execution. Mutexes are used for thread safety. // // 1. Hold an execution queue for scripts // 2. Use threads to process queue, each thread executes one script function on each pass. // 3. Catch any script error and process it // // // Notes: // * Current execution load balancing is optimized for 1 thread, and can cause unfair execute balancing between scripts. // Not noticeable unless server is under high load. // * This class contains the number of threads used for script executions. Since we are not microthreading scripts yet, // increase number of threads to allow more concurrent script executions in OpenSim. // /// /// List of threads processing event queue /// private List eventQueueThreads;// = new List(); private object eventQueueThreadsLock;// = new object(); private static List staticEventQueueThreads;// = new List(); private static object staticEventQueueThreadsLock;// = new object(); public object queueLock = new object(); // Mutex lock object /// /// How many threads to process queue with /// private int numberOfThreads; /// /// Maximum time one function can use for execution before we perform a thread kill /// private int maxFunctionExecutionTimems; private bool EnforceMaxExecutionTime; /// /// Queue containing events waiting to be executed /// public Queue eventQueue = new Queue(); /// /// Queue item structure /// public struct QueueItemStruct { public uint localID; public LLUUID itemID; public string functionName; public Queue_llDetectParams_Struct llDetectParams; public object[] param; } /// /// Shared empty llDetectNull /// public readonly static Queue_llDetectParams_Struct llDetectNull = new Queue_llDetectParams_Struct(); /// /// Structure to hold data for llDetect* commands /// [Serializable] public struct Queue_llDetectParams_Struct { // More or less just a placeholder for the actual moving of additional data // should be fixed to something better :) public LSL_Types.key[] _key; public LSL_Types.Quaternion[] _Quaternion; public LSL_Types.Vector3[] _Vector3; public bool[] _bool; public int[] _int; public string[] _string; } /// /// List of localID locks for mutex processing of script events /// private List objectLocks = new List(); private object tryLockLock = new object(); // Mutex lock object public ScriptEngine m_ScriptEngine; public Thread ExecutionTimeoutEnforcingThread; public EventQueueManager(ScriptEngine _ScriptEngine) { m_ScriptEngine = _ScriptEngine; // Create thread pool list and lock object // Determine from config if threads should be dedicated to regions or shared if (m_ScriptEngine.ScriptConfigSource.GetBoolean("PrivateRegionThreads", false)) { // PRIVATE THREAD POOL PER REGION eventQueueThreads = new List(); eventQueueThreadsLock = new object(); } else { // SHARED THREAD POOL // Crate the objects in statics if (staticEventQueueThreads == null) staticEventQueueThreads = new List(); if (staticEventQueueThreadsLock == null) staticEventQueueThreadsLock = new object(); // Create local reference to them eventQueueThreads = staticEventQueueThreads; eventQueueThreadsLock = staticEventQueueThreadsLock; } numberOfThreads = m_ScriptEngine.ScriptConfigSource.GetInt("NumberOfScriptThreads", 2); maxFunctionExecutionTimems = m_ScriptEngine.ScriptConfigSource.GetInt("MaxEventExecutionTimeMs", 5000); EnforceMaxExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("EnforceMaxEventExecutionTime", false); // Start function max exec time enforcement thread if (EnforceMaxExecutionTime) { ExecutionTimeoutEnforcingThread = new Thread(ExecutionTimeoutEnforcingLoop); ExecutionTimeoutEnforcingThread.Name = "ExecutionTimeoutEnforcingThread"; ExecutionTimeoutEnforcingThread.IsBackground = true; ExecutionTimeoutEnforcingThread.Start(); } // // Start event queue processing threads (worker threads) // lock (eventQueueThreadsLock) { for (int ThreadCount = eventQueueThreads.Count; ThreadCount <= numberOfThreads; ThreadCount++) { StartNewThreadClass(); } } } ~EventQueueManager() { try { if (ExecutionTimeoutEnforcingThread != null) { if (ExecutionTimeoutEnforcingThread.IsAlive) { ExecutionTimeoutEnforcingThread.Abort(); } } } catch (Exception ex) { } // Kill worker threads lock (eventQueueThreadsLock) { foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads)) { EventQueueThread.Shutdown(); } eventQueueThreads.Clear(); } // Todo: Clean up our queues eventQueue.Clear(); } /// /// Try to get a mutex lock on localID /// /// /// public bool TryLock(uint localID) { lock (tryLockLock) { if (objectLocks.Contains(localID) == true) { return false; } else { objectLocks.Add(localID); return true; } } } /// /// Release mutex lock on localID /// /// public void ReleaseLock(uint localID) { lock (tryLockLock) { if (objectLocks.Contains(localID) == true) { objectLocks.Remove(localID); } } } /// /// Add event to event execution queue /// /// Region object ID /// Name of the function, will be state + "_event_" + FunctionName /// Array of parameters to match event mask public void AddToObjectQueue(uint localID, string FunctionName, Queue_llDetectParams_Struct qParams, params 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 \String.Empty + 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, qParams, param); } } /// /// Add event to event execution queue /// /// Region object ID /// Region script ID /// 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, Queue_llDetectParams_Struct qParams, params object[] param) { lock (queueLock) { // Create a structure and add data QueueItemStruct QIS = new QueueItemStruct(); QIS.localID = localID; QIS.itemID = itemID; QIS.functionName = FunctionName; QIS.llDetectParams = qParams; QIS.param = param; // Add it to queue eventQueue.Enqueue(QIS); } } /// /// A thread should run in this loop and check all running scripts /// public void ExecutionTimeoutEnforcingLoop() { try { while (true) { System.Threading.Thread.Sleep(maxFunctionExecutionTimems); lock (eventQueueThreadsLock) { foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads)) { if (EventQueueThread.InExecution) { if (DateTime.Now.Subtract(EventQueueThread.LastExecutionStarted).Milliseconds > maxFunctionExecutionTimems) { // We need to kill this thread! AbortThreadClass(EventQueueThread); // Then start another StartNewThreadClass(); } } } } } } catch (ThreadAbortException tae) { } } private void AbortThreadClass(EventQueueThreadClass threadClass) { try { threadClass.Shutdown(); } catch (Exception ex) { Console.WriteLine("Could you please report this to Tedd:"); Console.WriteLine("Script thread execution timeout kill ended in exception: " + ex.ToString()); } m_ScriptEngine.Log.Debug("DotNetEngine", "Killed script execution thread, count: " + eventQueueThreads.Count); } private void StartNewThreadClass() { EventQueueThreadClass eqtc = new EventQueueThreadClass(this); eventQueueThreads.Add(eqtc); m_ScriptEngine.Log.Debug("DotNetEngine", "Started new script execution thread, count: " + eventQueueThreads.Count); } } }