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
|
/*
* Copyright (c) Contributors, http://www.openmetaverse.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.
*
*/
/* Original code: Tedd Hansen */
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Reflection;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
/// <summary>
/// EventQueueManager handles event queues
/// Events are queued and executed in separate thread
/// </summary>
class EventQueueManager
{
private Thread EventQueueThread;
private int NothingToDoSleepms = 200;
private Queue<QueueItemStruct> EventQueue = new Queue<QueueItemStruct>();
private struct QueueItemStruct
{
public string ObjectID;
public string ScriptID;
public string FunctionName;
public object[] param;
}
private ScriptEngine myScriptEngine;
public EventQueueManager(ScriptEngine _ScriptEngine)
{
myScriptEngine = _ScriptEngine;
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Start");
// Start worker thread
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
EventQueueThread.Name = "EventQueueManagerThread";
EventQueueThread.Start();
}
~EventQueueManager()
{
// Kill worker thread
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort();
EventQueueThread.Join();
}
catch (Exception e)
{
myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
}
}
// Todo: Clean up our queues
}
private void EventQueueThreadLoop()
{
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
try
{
while (true)
{
if (EventQueue.Count == 0)
{
// Nothing to do? Sleep a bit waiting for something to do
Thread.Sleep(NothingToDoSleepms);
}
else
{
// Something in queue, process
QueueItemStruct QIS = EventQueue.Dequeue();
//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for ObjectID: " + QIS.ObjectID + ", ScriptID: " + QIS.ScriptID + ", FunctionName: " + QIS.FunctionName);
// TODO: Execute function
myScriptEngine.myScriptManager.ExecuteFunction(QIS.ObjectID, QIS.ScriptID, QIS.FunctionName, QIS.param);
}
}
}
catch (ThreadAbortException tae)
{
myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
}
}
public void AddToObjectQueue(string ObjectID, string FunctionName, object[] param)
{
// Determine all scripts in Object and add to their queue
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding ObjectID: " + ObjectID + ", FunctionName: " + FunctionName);
foreach (string ScriptID in myScriptEngine.myScriptManager.GetScriptKeys(ObjectID))
{
// Add to each script in that object
// TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
// Create a structure and add data
QueueItemStruct QIS = new QueueItemStruct();
QIS.ObjectID = ObjectID;
QIS.ScriptID = ScriptID;
QIS.FunctionName = FunctionName;
QIS.param = param;
// Add it to queue
EventQueue.Enqueue(QIS);
}
}
//public void AddToScriptQueue(string ObjectID, string FunctionName, object[] param)
//{
// // Add to script queue
//}
}
}
|