/*
* 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;
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
public class EventQueueThreadClass
{
// 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);
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;
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()
{
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort(); // Send abort
}
catch (Exception)
{
}
}
}
private EventQueueManager.QueueItemStruct BlankQIS =
new EventQueueManager.QueueItemStruct();
private ScriptEngine lastScriptEngine;
private uint lastLocalID;
// Queue processing thread loop
private void EventQueueThreadLoop()
{
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
try
{
while (true)
{
try
{
while (true)
{
DoProcessQueue();
}
}
catch (ThreadAbortException)
{
if (lastScriptEngine != null)
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());
}
}
}
catch (ThreadAbortException)
{
}
}
public void DoProcessQueue()
{
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)
{
// 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)
{
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
{
// Only pipe event if land supports it.
if (m_ScriptEngine.World.PipeEventsForScript(
QIS.localID))
{
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);
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);
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
{
// 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);
}
}
}
}
}
}
}