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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.
- */
- /* Original code: Tedd Hansen */
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Threading;
- using libsecondlife;
- using OpenSim.Framework;
- using OpenSim.Grid.ScriptEngine.DotNetEngine.Compiler.LSL;
- using OpenSim.Region.Environment.Scenes.Scripting;
- namespace OpenSim.Grid.ScriptEngine.DotNetEngine
- {
- /// <summary>
- /// EventQueueManager handles event queues
- /// Events are queued and executed in separate thread
- /// </summary>
- [Serializable]
- internal class EventQueueManager
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// List of threads processing event queue
- /// </summary>
- private List<Thread> eventQueueThreads = new List<Thread>();
- private object queueLock = new object(); // Mutex lock object
- /// <summary>
- /// How many ms to sleep if queue is empty
- /// </summary>
- private int nothingToDoSleepms = 50;
- /// <summary>
- /// How many threads to process queue with
- /// </summary>
- private int numberOfThreads = 2;
- /// <summary>
- /// Queue containing events waiting to be executed
- /// </summary>
- private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
- /// <summary>
- /// Queue item structure
- /// </summary>
- private struct QueueItemStruct
- {
- public uint localID;
- public LLUUID itemID;
- public string functionName;
- public object[] param;
- }
- /// <summary>
- /// List of localID locks for mutex processing of script events
- /// </summary>
- private List<uint> objectLocks = new List<uint>();
- private object tryLockLock = new object(); // Mutex lock object
- private ScriptEngine m_ScriptEngine;
- public EventQueueManager(ScriptEngine _ScriptEngine)
- {
- m_ScriptEngine = _ScriptEngine;
- //
- // Start event queue processing threads (worker threads)
- //
- for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
- {
- Thread EventQueueThread = new Thread(EventQueueThreadLoop);
- eventQueueThreads.Add(EventQueueThread);
- EventQueueThread.IsBackground = true;
- EventQueueThread.Priority = ThreadPriority.BelowNormal;
- EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
- EventQueueThread.Start();
- }
- }
- ~EventQueueManager()
- {
- // Kill worker threads
- foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
- {
- if (EventQueueThread != null && EventQueueThread.IsAlive == true)
- {
- try
- {
- EventQueueThread.Abort();
- EventQueueThread.Join();
- }
- catch (Exception)
- {
- //myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Exception killing worker thread: " + e.ToString());
- }
- }
- }
- eventQueueThreads.Clear();
- // Todo: Clean up our queues
- eventQueue.Clear();
- }
- /// <summary>
- /// Queue processing thread loop
- /// </summary>
- private void EventQueueThreadLoop()
- {
- //myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Worker thread spawned");
- try
- {
- QueueItemStruct BlankQIS = new QueueItemStruct();
- while (true)
- {
- try
- {
- QueueItemStruct QIS = BlankQIS;
- bool GotItem = false;
- if (eventQueue.Count == 0)
- {
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
- }
- else
- {
- // Something in queue, process
- //myScriptEngine.m_log.Info("[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 (queueLock)
- {
- GotItem = false;
- for (int qc = 0; qc < eventQueue.Count; qc++)
- {
- // Get queue item
- QIS = eventQueue.Dequeue();
- // Check if object is being processed by someone else
- if (TryLock(QIS.localID) == false)
- {
- // Object is already being processed, requeue it
- eventQueue.Enqueue(QIS);
- }
- else
- {
- // We have lock on an object and can process it
- GotItem = true;
- break;
- }
- }
- }
- if (GotItem == true)
- {
- // Execute function
- try
- {
- m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
- QIS.functionName, QIS.param);
- }
- catch (Exception e)
- {
- // 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
- {
- // Send normal
- text += e.Message.ToString();
- }
- 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.Say, 0,
- m_host.AbsolutePosition, m_host.Name, m_host.UUID);
- }
- catch
- {
- //}
- //else
- //{
- // T oconsole
- Console.WriteLine("Unable to send text in-world:\r\n" + text);
- }
- }
- finally
- {
- ReleaseLock(QIS.localID);
- }
- }
- }
- }
- catch (ThreadAbortException tae)
- {
- throw tae;
- }
- catch (Exception e)
- {
- Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString());
- }
- }
- }
- catch (ThreadAbortException)
- {
- //myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Worker thread killed: " + tae.Message);
- }
- }
- /// <summary>
- /// Try to get a mutex lock on localID
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- private bool TryLock(uint localID)
- {
- lock (tryLockLock)
- {
- if (objectLocks.Contains(localID) == true)
- {
- return false;
- }
- else
- {
- objectLocks.Add(localID);
- return true;
- }
- }
- }
- /// <summary>
- /// Release mutex lock on localID
- /// </summary>
- /// <param name="localID"></param>
- private void ReleaseLock(uint localID)
- {
- lock (tryLockLock)
- {
- if (objectLocks.Contains(localID) == true)
- {
- objectLocks.Remove(localID);
- }
- }
- }
- /// <summary>
- /// Add event to event execution queue
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
- /// <param name="param">Array of parameters to match event mask</param>
- public void AddToObjectQueue(uint localID, string FunctionName, object[] param)
- {
- // Determine all scripts in Object and add to their queue
- //myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
- // Do we have any scripts in this object at all? If not, return
- if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
- {
- //Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
- return;
- }
- Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys =
- m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
- foreach (LLUUID itemID in scriptKeys)
- {
- // Add to each script in that object
- // TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
- AddToScriptQueue(localID, itemID, FunctionName, param);
- }
- }
- /// <summary>
- /// Add event to event execution queue
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="itemID"></param>
- /// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
- /// <param name="param">Array of parameters to match event mask</param>
- public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param)
- {
- lock (queueLock)
- {
- // Create a structure and add data
- QueueItemStruct QIS = new QueueItemStruct();
- QIS.localID = localID;
- QIS.itemID = itemID;
- QIS.functionName = FunctionName;
- QIS.param = param;
- // Add it to queue
- eventQueue.Enqueue(QIS);
- }
- }
- }
- }
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