/* * 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 : iScriptEngineFunctionModule { // 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); } } } } } } }