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/*
* 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
{
/// <summary>
/// EventQueueManager handles event queues
/// Events are queued and executed in separate thread
/// </summary>
[Serializable]
public class EventQueueManager : iScriptEngineFunctionModule
{
//
// 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.
//
public ScriptEngine m_ScriptEngine;
/// <summary>
/// List of threads (classes) processing event queue
/// </summary>
internal List<EventQueueThreadClass> eventQueueThreads; // Thread pool that we work on
/// <summary>
/// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads.
/// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting.
/// </summary>
private object eventQueueThreadsLock = new object();
// Static objects for referencing the objects above if we don't have private threads:
internal static List<EventQueueThreadClass> staticEventQueueThreads; // A static reference used if we don't use private threads
internal static object staticEventQueueThreadsLock; // Statick lock object reference for same reason
/// <summary>
/// Global static list of all threads (classes) processing event queue -- used by max enforcment thread
/// </summary>
private List<EventQueueThreadClass> staticGlobalEventQueueThreads = new List<EventQueueThreadClass>();
/// <summary>
/// Used internally to specify how many threads should exit gracefully
/// </summary>
public int ThreadsToExit;
public object ThreadsToExitLock = new object();
public object queueLock = new object(); // Mutex lock object
/// <summary>
/// How many threads to process queue with
/// </summary>
internal int numberOfThreads;
/// <summary>
/// Maximum time one function can use for execution before we perform a thread kill.
/// </summary>
private int maxFunctionExecutionTimems
{
get { return (int)(maxFunctionExecutionTimens / 10000); }
set { maxFunctionExecutionTimens = value * 10000; }
}
/// <summary>
/// Contains nanoseconds version of maxFunctionExecutionTimems so that it matches time calculations better (performance reasons).
/// WARNING! ONLY UPDATE maxFunctionExecutionTimems, NEVER THIS DIRECTLY.
/// </summary>
public long maxFunctionExecutionTimens;
/// <summary>
/// Enforce max execution time
/// </summary>
public bool EnforceMaxExecutionTime;
/// <summary>
/// Kill script (unload) when it exceeds execution time
/// </summary>
private bool KillScriptOnMaxFunctionExecutionTime;
/// <summary>
/// List of localID locks for mutex processing of script events
/// </summary>
private List<uint> objectLocks = new List<uint>();
private object tryLockLock = new object(); // Mutex lock object
/// <summary>
/// Queue containing events waiting to be executed
/// </summary>
public Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
#region " Queue structures "
/// <summary>
/// Queue item structure
/// </summary>
public struct QueueItemStruct
{
public uint localID;
public LLUUID itemID;
public string functionName;
public Queue_llDetectParams_Struct llDetectParams;
public object[] param;
}
/// <summary>
/// Shared empty llDetectNull
/// </summary>
public readonly static Queue_llDetectParams_Struct llDetectNull = new Queue_llDetectParams_Struct();
/// <summary>
/// Structure to hold data for llDetect* commands
/// </summary>
[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;
}
#endregion
#region " Initialization / Startup "
public EventQueueManager(ScriptEngine _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
bool PrivateRegionThreads = m_ScriptEngine.ScriptConfigSource.GetBoolean("PrivateRegionThreads", false);
// Create thread pool list and lock object
// Determine from config if threads should be dedicated to regions or shared
if (PrivateRegionThreads)
{
// PRIVATE THREAD POOL PER REGION
eventQueueThreads = new List<EventQueueThreadClass>();
eventQueueThreadsLock = new object();
}
else
{
// SHARED THREAD POOL
// Crate the static objects
if (staticEventQueueThreads == null)
staticEventQueueThreads = new List<EventQueueThreadClass>();
if (staticEventQueueThreadsLock == null)
staticEventQueueThreadsLock = new object();
// Now reference our locals to them
eventQueueThreads = staticEventQueueThreads;
eventQueueThreadsLock = staticEventQueueThreadsLock;
}
ReadConfig();
}
public void ReadConfig()
{
// Refresh config
numberOfThreads = m_ScriptEngine.ScriptConfigSource.GetInt("NumberOfScriptThreads", 2);
maxFunctionExecutionTimems = m_ScriptEngine.ScriptConfigSource.GetInt("MaxEventExecutionTimeMs", 5000);
EnforceMaxExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("EnforceMaxEventExecutionTime", false);
KillScriptOnMaxFunctionExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("DeactivateScriptOnTimeout", false);
// Now refresh config in all threads
lock (eventQueueThreadsLock)
{
foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
{
EventQueueThread.ReadConfig();
}
}
}
#endregion
#region " Shutdown all threads "
~EventQueueManager()
{
Stop();
}
private void Stop()
{
if (eventQueueThreadsLock != null && eventQueueThreads != null)
{
// Kill worker threads
lock (eventQueueThreadsLock)
{
foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
{
AbortThreadClass(EventQueueThread);
}
eventQueueThreads.Clear();
staticGlobalEventQueueThreads.Clear();
}
}
// Remove all entries from our event queue
lock (queueLock)
{
eventQueue.Clear();
}
}
#endregion
#region " Start / stop script execution threads (ThreadClasses) "
private void StartNewThreadClass()
{
EventQueueThreadClass eqtc = new EventQueueThreadClass(this);
eventQueueThreads.Add(eqtc);
staticGlobalEventQueueThreads.Add(eqtc);
m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
}
private void AbortThreadClass(EventQueueThreadClass threadClass)
{
if (eventQueueThreads.Contains(threadClass))
eventQueueThreads.Remove(threadClass);
if (staticGlobalEventQueueThreads.Contains(threadClass))
staticGlobalEventQueueThreads.Remove(threadClass);
try
{
threadClass.Stop();
}
catch (Exception ex)
{
m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName + ":EventQueueManager", "If you see this, could you please report it to Tedd:");
m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName + ":EventQueueManager", "Script thread execution timeout kill ended in exception: " + ex.ToString());
}
m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "Killed script execution thread. Remaining thread count: " + eventQueueThreads.Count);
}
#endregion
#region " Mutex locks for queue access "
/// <summary>
/// Try to get a mutex lock on localID
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public bool TryLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
return false;
}
else
{
objectLocks.Add(localID);
return true;
}
}
}
/// <summary>
/// Release mutex lock on localID
/// </summary>
/// <param name="localID"></param>
public void ReleaseLock(uint localID)
{
lock (tryLockLock)
{
if (objectLocks.Contains(localID) == true)
{
objectLocks.Remove(localID);
}
}
}
#endregion
#region " Add events to execution queue "
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID">Region object ID</param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
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(ScriptEngineName, "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<LLUUID, IScript>.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);
}
}
/// <summary>
/// Add event to event execution queue
/// </summary>
/// <param name="localID">Region object ID</param>
/// <param name="itemID">Region script ID</param>
/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
/// <param name="param">Array of parameters to match event mask</param>
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);
}
}
#endregion
#region " Maintenance thread "
/// <summary>
/// Adjust number of script thread classes. It can start new, but if it needs to stop it will just set number of threads in "ThreadsToExit" and threads will have to exit themselves.
/// Called from MaintenanceThread
/// </summary>
public void AdjustNumberOfScriptThreads()
{
// Is there anything here for us to do?
if (eventQueueThreads.Count == numberOfThreads)
return;
lock (eventQueueThreadsLock)
{
int diff = numberOfThreads - eventQueueThreads.Count;
// Positive number: Start
// Negative number: too many are running
if (diff > 0)
{
// We need to add more threads
for (int ThreadCount = eventQueueThreads.Count; ThreadCount < numberOfThreads; ThreadCount++)
{
StartNewThreadClass();
}
}
if (diff < 0)
{
// We need to kill some threads
lock (ThreadsToExitLock)
{
ThreadsToExit = Math.Abs(diff);
}
}
}
}
/// <summary>
/// Check if any thread class has been executing an event too long
/// </summary>
public void CheckScriptMaxExecTime()
{
// Iterate through all ScriptThreadClasses and check how long their current function has been executing
lock (eventQueueThreadsLock)
{
foreach (EventQueueThreadClass EventQueueThread in staticGlobalEventQueueThreads)
{
// Is thread currently executing anything?
if (EventQueueThread.InExecution)
{
// Has execution time expired?
if (DateTime.Now.Ticks - EventQueueThread.LastExecutionStarted >
maxFunctionExecutionTimens)
{
// Yes! We need to kill this thread!
// Set flag if script should be removed or not
EventQueueThread.KillCurrentScript = KillScriptOnMaxFunctionExecutionTime;
// Abort this thread
AbortThreadClass(EventQueueThread);
// We do not need to start another, MaintenenceThread will do that for us
//StartNewThreadClass();
}
}
}
}
}
#endregion
/// <summary>
/// If set to true then threads and stuff should try to make a graceful exit
/// </summary>
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}
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