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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.Threading;
- using libsecondlife;
- 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 static int nothingToDoSleepms;// = 50;
- private static 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()
- {
- lock (ScriptEngine.ScriptEngines)
- {
- foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
- {
- ScriptEngineName = m_ScriptEngine.ScriptEngineName;
- nothingToDoSleepms = 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 = 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
- 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();
- ThreadTracker.Add(EventQueueThread);
- // 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.Info("[" + ScriptEngineName + "]: EventQueueManager Exception killing worker thread: " + e.ToString());
- }
- }
- }
- private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
- private ScriptEngine lastScriptEngine;
- /// <summary>
- /// Queue processing thread loop
- /// </summary>
- private void EventQueueThreadLoop()
- {
- //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
- try
- {
- while (true)
- {
- try
- {
- while (true)
- {
- DoProcessQueue();
- }
- }
- catch (ThreadAbortException)
- {
- if (lastScriptEngine != null)
- lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
- }
- catch (Exception e)
- {
- if (lastScriptEngine != null)
- lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
- }
- }
- }
- catch (ThreadAbortException)
- {
- //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message);
- }
- }
- public void DoProcessQueue()
- {
- //lock (ScriptEngine.ScriptEngines)
- //{
- foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
- {
- lastScriptEngine = m_ScriptEngine;
- // 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 (m_ScriptEngine.m_EventQueueManager == null || m_ScriptEngine.m_EventQueueManager.eventQueue == null)
- continue;
- if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
- {
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
- }
- else
- {
- // Something in queue, process
- //myScriptEngine.Log.Info("[" + 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 (m_ScriptEngine.m_EventQueueManager.eventQueue)
- {
- GotItem = false;
- for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
- {
- // Get queue item
- QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
- // Check if object is being processed by someone else
- if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
- {
- // Object is already being processed, requeue it
- m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
- }
- else
- {
- // We have lock on an object and can process it
- GotItem = true;
- break;
- }
- }
- }
- if (GotItem == true)
- {
- // Execute function
- try
- {
- ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
- #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
- // Only pipe event if land supports it.
- if (m_ScriptEngine.World.pipeEventsForScript(QIS.localID))
- {
- LastExecutionStarted = DateTime.Now.Ticks;
- KillCurrentScript = false;
- InExecution = true;
- 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
- string[] lines=e.InnerException.ToString().Replace("\r", "").Split('\n');
- string line = " (unknown line)";
- foreach (string t in lines)
- {
- int idx=t.IndexOf("SecondLife.Script.");
- if (idx != -1)
- {
- int colon=t.IndexOf(":");
- if (-1 != colon)
- {
- line = " at line " + Convert.ToInt32(t.Substring(colon + 1)).ToString();
- break;
- }
- }
- }
- text += e.InnerException.Message.ToString() + line;
- }
- 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 =
- m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
- //if (m_host != null)
- //{
- m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
- ChatTypeEnum.DebugChannel, 2147483647,
- m_host.AbsolutePosition,
- m_host.Name, m_host.UUID, false);
- }
- catch (Exception)
- {
- //}
- //else
- //{
- // T oconsole
- m_ScriptEngine.m_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)
- {
- m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
- QIS.localID, QIS.itemID);
- }
- }
- }
- finally
- {
- InExecution = false;
- m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
- }
- }
- }
- }
- // }
- }
- ///// <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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