/* * 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); } } } }