aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
blob: 57caad523efaf12f8270a6a6d8a722564cda8082 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
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
    {
        /// <summary>
        /// How many ms to sleep if queue is empty
        /// </summary>
        private int nothingToDoSleepms;// = 50;

        public DateTime LastExecutionStarted;
        public bool InExecution = false;
        public bool KillCurrentScript = false;

        private EventQueueManager eventQueueManager;
        public Thread EventQueueThread;
        private static int ThreadCount = 0;
        private ThreadPriority MyThreadPriority;

        public EventQueueThreadClass(EventQueueManager eqm)
        {
            eventQueueManager = eqm;
            nothingToDoSleepms = eqm.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
            Start();
        }

        ~EventQueueThreadClass()
        {
            Shutdown();
        }

        /// <summary>
        /// Start thread
        /// </summary>
        private void Start()
        {
            // 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;
            }


            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 Shutdown()
        {
            if (EventQueueThread != null && EventQueueThread.IsAlive == true)
            {
                try
                {
                    EventQueueThread.Abort();
                    EventQueueThread.Join();
                }
                catch (Exception)
                {
                    //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
                }
            }
        }


        /// <summary>
        /// Queue processing thread loop
        /// </summary>
        private void EventQueueThreadLoop()
        {
            //myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
            try
            {
                EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
                while (true)
                {
                    try
                    {
                        EventQueueManager.QueueItemStruct QIS = BlankQIS;
                        bool GotItem = false;

                        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("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 (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("ScriptEngine", "Executing event:\r\n"
                                                                             + "QIS.localID: " + QIS.localID
                                                                             + ", QIS.itemID: " + QIS.itemID
                                                                             + ", QIS.functionName: " + QIS.functionName);
#endif
                                    LastExecutionStarted = DateTime.Now;
                                    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("ScriptEngine",
                                                                 "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.RemoveScript(QIS.localID, QIS.itemID);
                                        }
                                    }
                                }
                                finally
                                {
                                    InExecution = false;
                                    eventQueueManager.ReleaseLock(QIS.localID);
                                }
                            }
                        } // Something in queue
                    }
                    catch (ThreadAbortException tae)
                    {
                        eventQueueManager.m_ScriptEngine.Log.Notice("ScriptEngine", "ThreadAbortException while executing function.");
                    }
                    catch (Exception e)
                    {
                        eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
                    }
                } // while
            } // try
            catch (ThreadAbortException)
            {
                //myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
            }
        }

    }
}