/* * 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 OpenSimulator 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 OpenSim.Framework.Monitoring; using System; using System.Collections.Generic; using System.Threading; namespace OpenSim.Region.ScriptEngine.Yengine { public partial class Yengine { private int m_WakeUpOne = 0; public object m_WakeUpLock = new object(); private Dictionary m_RunningInstances = new Dictionary(); private bool m_SuspendScriptThreadFlag = false; private bool m_WakeUpThis = false; public DateTime m_LastRanAt = DateTime.MinValue; public long m_ScriptExecTime = 0; [ThreadStatic] private static int m_ScriptThreadTID; public static bool IsScriptThread { get { return m_ScriptThreadTID != 0; } } public void StartThreadWorker(int i, ThreadPriority priority, string sceneName) { Thread thd; if(i >= 0) thd = Yengine.StartMyThread(RunScriptThread, "YScript" + i.ToString() + " (" + sceneName +")", priority); else thd = Yengine.StartMyThread(RunScriptThread, "YScript", priority); lock(m_WakeUpLock) m_RunningInstances.Add(thd.ManagedThreadId, null); } public void StopThreadWorkers() { lock(m_WakeUpLock) { while(m_RunningInstances.Count != 0) { Monitor.PulseAll(m_WakeUpLock); Monitor.Wait(m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2); } } } /** * @brief Something was just added to the Start or Yield queue so * wake one of the RunScriptThread() instances to run it. */ public void WakeUpOne() { lock(m_WakeUpLock) { m_WakeUpOne++; Monitor.Pulse(m_WakeUpLock); } } public void SuspendThreads() { lock(m_WakeUpLock) { m_SuspendScriptThreadFlag = true; Monitor.PulseAll(m_WakeUpLock); } } public void ResumeThreads() { lock(m_WakeUpLock) { m_SuspendScriptThreadFlag = false; Monitor.PulseAll(m_WakeUpLock); } } /** * @brief Thread that runs the scripts. * * There are NUMSCRIPTHREADWKRS of these. * Each sits in a loop checking the Start and Yield queues for * a script to run and calls the script as a microthread. */ private void RunScriptThread() { int tid = System.Threading.Thread.CurrentThread.ManagedThreadId; ThreadStart thunk; XMRInstance inst; bool didevent; m_ScriptThreadTID = tid; while(!m_Exiting) { Yengine.UpdateMyThread(); lock(m_WakeUpLock) { // Maybe there are some scripts waiting to be migrated in or out. thunk = null; if(m_ThunkQueue.Count > 0) thunk = m_ThunkQueue.Dequeue(); // Handle 'xmr resume/suspend' commands. else if(m_SuspendScriptThreadFlag && !m_Exiting) { Monitor.Wait(m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2); Yengine.UpdateMyThread(); continue; } } if(thunk != null) { thunk(); continue; } if(m_StartProcessing) { // If event just queued to any idle scripts // start them right away. But only start so // many so we can make some progress on yield // queue. int numStarts; didevent = false; for(numStarts = 5; numStarts >= 0; --numStarts) { lock(m_StartQueue) inst = m_StartQueue.RemoveHead(); if(inst == null) break; if (inst.m_IState == XMRInstState.SUSPENDED) continue; if (inst.m_IState != XMRInstState.ONSTARTQ) throw new Exception("bad state"); RunInstance(inst, tid); if(m_SuspendScriptThreadFlag || m_Exiting) continue; didevent = true; } // If there is something to run, run it // then rescan from the beginning in case // a lot of things have changed meanwhile. // // These are considered lower priority than // m_StartQueue as they have been taking at // least one quantum of CPU time and event // handlers are supposed to be quick. lock(m_YieldQueue) inst = m_YieldQueue.RemoveHead(); if(inst != null) { if (inst.m_IState == XMRInstState.SUSPENDED) continue; if (inst.m_IState != XMRInstState.ONYIELDQ) throw new Exception("bad state"); RunInstance(inst, tid); continue; } // If we left something dangling in the m_StartQueue or m_YieldQueue, go back to check it. if(didevent) continue; } // Nothing to do, sleep. lock(m_WakeUpLock) { if(!m_WakeUpThis && (m_WakeUpOne <= 0) && !m_Exiting) Monitor.Wait(m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2); m_WakeUpThis = false; if((m_WakeUpOne > 0) && (--m_WakeUpOne > 0)) Monitor.Pulse(m_WakeUpLock); } } lock(m_WakeUpLock) m_RunningInstances.Remove(tid); Yengine.MyThreadExiting(); } /** * @brief A script instance was just removed from the Start or Yield Queue. * So run it for a little bit then stick in whatever queue it should go in. */ private void RunInstance(XMRInstance inst, int tid) { m_LastRanAt = DateTime.UtcNow; m_ScriptExecTime -= (long)(m_LastRanAt - DateTime.MinValue).TotalMilliseconds; inst.m_IState = XMRInstState.RUNNING; lock(m_WakeUpLock) m_RunningInstances[tid] = inst; XMRInstState newIState = inst.RunOne(); lock(m_WakeUpLock) m_RunningInstances[tid] = null; HandleNewIState(inst, newIState); m_ScriptExecTime += (long)(DateTime.UtcNow - DateTime.MinValue).TotalMilliseconds; } } }