/*
* 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;
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 myScriptEngine;
public EventQueueManager(ScriptEngine _ScriptEngine)
{
myScriptEngine = _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
{
myScriptEngine.myScriptManager.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 = myScriptEngine.World.GetSceneObjectPart(QIS.localID);
//if (m_host != null)
//{
myScriptEngine.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 (myScriptEngine.myScriptManager.Scripts.ContainsKey(localID) == false)
{
//Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
return;
}
foreach (LLUUID itemID in new System.Collections.ArrayList(myScriptEngine.myScriptManager.GetScriptKeys(localID)))
{
// 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);
}
}
}
}