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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 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 System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Text.RegularExpressions;
- using System.Threading;
- using System.Globalization;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Scenes.Scripting;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.CodeTools;
- namespace OpenSim.Region.ScriptEngine.DotNetEngine
- {
- // Because every thread needs some data set for it
- // (time started to execute current function), it will do its work
- // within a class
- public class EventQueueThreadClass
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // How many ms to sleep if queue is empty
- 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
- {
- CultureInfo USCulture = new CultureInfo("en-US");
- Thread.CurrentThread.CurrentCulture = USCulture;
- //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);
- 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;
- m_log.Error(
- "[ScriptEngine.DotNetEngine]: 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()
- {
- if (EventQueueThread != null && EventQueueThread.IsAlive == true)
- {
- try
- {
- EventQueueThread.Abort(); // Send abort
- }
- catch (Exception)
- {
- }
- }
- }
- private EventQueueManager.QueueItemStruct BlankQIS =
- new EventQueueManager.QueueItemStruct();
- private ScriptEngine lastScriptEngine;
- private uint lastLocalID;
- private UUID lastItemID;
- // Queue processing thread loop
- private void EventQueueThreadLoop()
- {
- CultureInfo USCulture = new CultureInfo("en-US");
- Thread.CurrentThread.CurrentCulture = USCulture;
- try
- {
- while (true)
- {
- try
- {
- while (true)
- {
- DoProcessQueue();
- }
- }
- catch (ThreadAbortException)
- {
- m_log.Info("[" + ScriptEngineName +
- "]: ThreadAbortException while executing "+
- "function.");
- }
- catch (SelfDeleteException) // Must delete SOG
- {
- SceneObjectPart part =
- lastScriptEngine.World.GetSceneObjectPart(
- lastLocalID);
- if (part != null && part.ParentGroup != null)
- lastScriptEngine.World.DeleteSceneObject(
- part.ParentGroup, false);
- }
- catch (ScriptDeleteException) // Must delete item
- {
- SceneObjectPart part =
- lastScriptEngine.World.GetSceneObjectPart(
- lastLocalID);
- if (part != null && part.ParentGroup != null)
- part.Inventory.RemoveInventoryItem(lastItemID);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[{0}]: Exception {1} thrown", ScriptEngineName, e.GetType().ToString());
- throw e;
- }
- }
- }
- catch (ThreadAbortException)
- {
- }
- catch (Exception e)
- {
- // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
- m_log.ErrorFormat(
- "[{0}]: Event queue thread terminating with exception. PLEASE REBOOT YOUR SIM - SCRIPT EVENTS WILL NOT WORK UNTIL YOU DO. Exception is {1}",
- ScriptEngineName, e);
- }
- }
- public void DoProcessQueue()
- {
- foreach (ScriptEngine m_ScriptEngine in
- new ArrayList(ScriptEngine.ScriptEngines))
- {
- lastScriptEngine = m_ScriptEngine;
- 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
- // 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
- {
- // Only pipe event if land supports it.
- if (m_ScriptEngine.World.PipeEventsForScript(
- QIS.localID))
- {
- lastLocalID = QIS.localID;
- lastItemID = QIS.itemID;
- 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 (TargetInvocationException tie)
- {
- Exception e = tie.InnerException;
- if (e is SelfDeleteException) // Forward it
- throw e;
- InExecution = false;
- string text = FormatException(tie, QIS.LineMap);
-
- // DISPLAY ERROR INWORLD
- // if (e.InnerException != null)
- // {
- // // Send inner exception
- // string line = " (unknown line)";
- // Regex rx = new Regex(@"SecondLife\.Script\..+[\s:](?<line>\d+)\.?\r?$", RegexOptions.Compiled);
- // if (rx.Match(e.InnerException.ToString()).Success)
- // line = " (line " + rx.Match(e.InnerException.ToString()).Result("${line}") + ")";
- // 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 >= 1100)
- text = text.Substring(0, 1099);
- IScriptHost m_host =
- m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
- m_ScriptEngine.World.SimChat(
- Utils.StringToBytes(text),
- ChatTypeEnum.DebugChannel, 2147483647,
- m_host.AbsolutePosition,
- m_host.Name, m_host.UUID, false);
- }
- catch (Exception)
- {
- m_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);
- }
- }
- }
- catch (Exception)
- {
- throw;
- }
- finally
- {
- InExecution = false;
- m_ScriptEngine.m_EventQueueManager.ReleaseLock(
- QIS.localID);
- }
- }
- }
- }
- }
- string FormatException(Exception e, Dictionary<KeyValuePair<int,int>,
- KeyValuePair<int,int>> LineMap)
- {
- if (e.InnerException == null)
- return e.ToString();
- string message = "Runtime error:\n" + e.InnerException.StackTrace;
- string[] lines = message.Split(new char[] {'\n'});
- foreach (string line in lines)
- {
- if (line.Contains("SecondLife.Script"))
- {
- int idx = line.IndexOf(':');
- if (idx != -1)
- {
- string val = line.Substring(idx+1);
- int lineNum = 0;
- if (int.TryParse(val, out lineNum))
- {
- KeyValuePair<int, int> pos =
- Compiler.FindErrorPosition(
- lineNum, 0, LineMap);
- int scriptLine = pos.Key;
- int col = pos.Value;
- if (scriptLine == 0)
- scriptLine++;
- if (col == 0)
- col++;
- message = string.Format("Runtime error:\n" +
- "Line ({0}): {1}", scriptLine - 1,
- e.InnerException.Message);
- return message;
- }
- }
- }
- }
- return message;
- }
- }
- }
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