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using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
/// <summary>
/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
/// </summary>
public class EventQueueThreadClass: iScriptEngineFunctionModule
{
/// <summary>
/// How many ms to sleep if queue is empty
/// </summary>
private int nothingToDoSleepms;// = 50;
private 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()
{
ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
string pri = eventQueueManager.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; // Default
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\".");
break;
}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
EventQueueThread.Priority = MyThreadPriority;
}
/// <summary>
/// Start thread
/// </summary>
private void Start()
{
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
EventQueueThread.Priority = MyThreadPriority;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
// Look at this... Don't you wish everyone did that solid coding everywhere? :P
if (ThreadCount == int.MaxValue)
ThreadCount = 0;
ThreadCount++;
}
public void Stop()
{
PleaseShutdown = true; // Set shutdown flag
Thread.Sleep(100); // Wait a bit
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort(); // Send abort
EventQueueThread.Join(); // Wait for it
}
catch (Exception)
{
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString());
}
}
}
/// <summary>
/// Queue processing thread loop
/// </summary>
private void EventQueueThreadLoop()
{
//myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned");
try
{
while (true)
{
try
{
EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
while (true)
{
// Every now and then check if we should shut down
if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0)
{
// Someone should shut down, lets get exclusive lock
lock (eventQueueManager.ThreadsToExitLock)
{
// Lets re-check in case someone grabbed it
if (eventQueueManager.ThreadsToExit > 0)
{
// Its crowded here so we'll shut down
eventQueueManager.ThreadsToExit--;
Stop();
return;
}
else
{
// We have been asked to shut down
Stop();
return;
}
}
}
//try
// {
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
if (PleaseShutdown)
return;
if (eventQueueManager.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(ScriptEngineName, "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 (eventQueueManager.queueLock)
{
GotItem = false;
for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
{
// Get queue item
QIS = eventQueueManager.eventQueue.Dequeue();
// Check if object is being processed by someone else
if (eventQueueManager.TryLock(QIS.localID) == false)
{
// Object is already being processed, requeue it
eventQueueManager.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
{
#if DEBUG
eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName,
"Executing event:\r\n"
+ "QIS.localID: " + QIS.localID
+ ", QIS.itemID: " + QIS.itemID
+ ", QIS.functionName: " +
QIS.functionName);
#endif
LastExecutionStarted = DateTime.Now.Ticks;
KillCurrentScript = false;
InExecution = true;
eventQueueManager.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
text += e.InnerException.Message.ToString();
}
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 =
eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
//if (m_host != null)
//{
eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
ChatTypeEnum.Say, 0,
m_host.AbsolutePosition,
m_host.Name, m_host.UUID);
}
catch
{
//}
//else
//{
// T oconsole
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)
{
eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
QIS.localID, QIS.itemID);
}
}
}
finally
{
InExecution = false;
eventQueueManager.ReleaseLock(QIS.localID);
}
}
} // Something in queue
}
}
catch (ThreadAbortException tae)
{
eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function.");
}
catch (Exception e)
{
eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString());
}
} // while
} // try
catch (ThreadAbortException)
{
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message);
}
}
/// <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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