Highly experimental
A separate thread is used to enforce max function (event) execution time for scripts.ThreadPoolClientBranch
parent
43ecb1b4d2
commit
5d6e89eaf9
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@ -69,29 +69,31 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// <summary>
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/// List of threads processing event queue
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/// List of threads processing event queue
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/// </summary>
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/// </summary>
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private List<Thread> eventQueueThreads = new List<Thread>();
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private List<EventQueueThreadClass> eventQueueThreads = new List<EventQueueThreadClass>();
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private object eventQueueThreadsLock = new object();
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private object queueLock = new object(); // Mutex lock object
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public object queueLock = new object(); // Mutex lock object
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/// <summary>
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/// How many ms to sleep if queue is empty
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/// </summary>
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private int nothingToDoSleepms = 50;
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/// <summary>
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/// <summary>
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/// How many threads to process queue with
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/// How many threads to process queue with
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/// </summary>
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/// </summary>
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private int numberOfThreads = 2;
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private int numberOfThreads = 2;
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/// <summary>
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/// Maximum time one function can use for execution before we perform a thread kill
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/// </summary>
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private int maxFunctionExecutionTimems = 50;
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private bool EnforceMaxExecutionTime = true;
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/// <summary>
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/// <summary>
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/// Queue containing events waiting to be executed
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/// Queue containing events waiting to be executed
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/// </summary>
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/// </summary>
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private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
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public Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
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/// <summary>
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/// <summary>
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/// Queue item structure
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/// Queue item structure
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/// </summary>
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/// </summary>
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private struct QueueItemStruct
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public struct QueueItemStruct
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{
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{
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public uint localID;
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public uint localID;
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public LLUUID itemID;
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public LLUUID itemID;
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@ -118,7 +120,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public LSL_Types.Vector3[] _Vector3;
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public LSL_Types.Vector3[] _Vector3;
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public bool[] _bool;
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public bool[] _bool;
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public int[] _int;
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public int[] _int;
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public string [] _string;
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public string[] _string;
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}
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}
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/// <summary>
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/// <summary>
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@ -128,177 +130,72 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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private object tryLockLock = new object(); // Mutex lock object
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private object tryLockLock = new object(); // Mutex lock object
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private ScriptEngine m_ScriptEngine;
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public ScriptEngine m_ScriptEngine;
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public Thread ExecutionTimeoutEnforcingThread;
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public EventQueueManager(ScriptEngine _ScriptEngine)
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public EventQueueManager(ScriptEngine _ScriptEngine)
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{
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{
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m_ScriptEngine = _ScriptEngine;
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m_ScriptEngine = _ScriptEngine;
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// Start function max exec time enforcement thread
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if (EnforceMaxExecutionTime)
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{
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ExecutionTimeoutEnforcingThread = new Thread(ExecutionTimeoutEnforcingLoop);
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ExecutionTimeoutEnforcingThread.Name = "ExecutionTimeoutEnforcingThread";
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ExecutionTimeoutEnforcingThread.IsBackground = true;
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ExecutionTimeoutEnforcingThread.Start();
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}
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//
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//
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// Start event queue processing threads (worker threads)
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// Start event queue processing threads (worker threads)
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//
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//
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for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
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lock (eventQueueThreadsLock)
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{
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{
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Thread EventQueueThread = new Thread(EventQueueThreadLoop);
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for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
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eventQueueThreads.Add(EventQueueThread);
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{
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EventQueueThread.IsBackground = true;
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StartNewThreadClass();
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EventQueueThread.Priority = ThreadPriority.BelowNormal;
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}
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EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
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EventQueueThread.Start();
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}
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}
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}
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}
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~EventQueueManager()
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~EventQueueManager()
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{
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{
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// Kill worker threads
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try
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foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
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{
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{
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if (EventQueueThread != null && EventQueueThread.IsAlive == true)
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if (ExecutionTimeoutEnforcingThread != null)
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{
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{
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try
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if (ExecutionTimeoutEnforcingThread.IsAlive)
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{
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{
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EventQueueThread.Abort();
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ExecutionTimeoutEnforcingThread.Abort();
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EventQueueThread.Join();
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}
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catch (Exception)
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{
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//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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}
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}
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}
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}
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eventQueueThreads.Clear();
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catch (Exception ex)
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{
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}
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// Kill worker threads
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lock (eventQueueThreadsLock)
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{
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foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads))
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{
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EventQueueThread.Shutdown();
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}
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eventQueueThreads.Clear();
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}
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// Todo: Clean up our queues
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// Todo: Clean up our queues
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eventQueue.Clear();
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eventQueue.Clear();
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}
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}
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/// <summary>
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/// Queue processing thread loop
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/// </summary>
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private void EventQueueThreadLoop()
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{
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
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try
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{
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QueueItemStruct BlankQIS = new QueueItemStruct();
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while (true)
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{
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try
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{
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QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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if (eventQueue.Count == 0)
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{
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// Nothing to do? Sleep a bit waiting for something to do
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Thread.Sleep(nothingToDoSleepms);
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}
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else
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{
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// Something in queue, process
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
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lock (queueLock)
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{
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GotItem = false;
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for (int qc = 0; qc < eventQueue.Count; qc++)
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{
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// Get queue item
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QIS = eventQueue.Dequeue();
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// Check if object is being processed by someone else
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if (TryLock(QIS.localID) == false)
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{
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// Object is already being processed, requeue it
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eventQueue.Enqueue(QIS);
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}
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else
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{
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// We have lock on an object and can process it
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GotItem = true;
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break;
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}
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} // go through queue
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} // lock
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if (GotItem == true)
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{
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// Execute function
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try
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{
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#if DEBUG
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m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
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+ "QIS.localID: " + QIS.localID
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+ ", QIS.itemID: " + QIS.itemID
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+ ", QIS.functionName: " + QIS.functionName);
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#endif
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m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
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QIS.functionName, QIS.llDetectParams, QIS.param);
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}
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catch (Exception e)
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{
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// DISPLAY ERROR INWORLD
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string text = "Error executing script function \"" + QIS.functionName + "\":\r\n";
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if (e.InnerException != null)
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{
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// Send inner exception
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text += e.InnerException.Message.ToString();
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}
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else
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{
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text += "\r\n";
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// Send normal
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text += e.Message.ToString();
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}
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try
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{
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if (text.Length > 1500)
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text = text.Substring(0, 1500);
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IScriptHost m_host = m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
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//if (m_host != null)
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//{
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m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
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m_host.AbsolutePosition, m_host.Name, m_host.UUID);
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}
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catch
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{
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//}
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//else
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//{
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// T oconsole
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m_ScriptEngine.Log.Error("ScriptEngine",
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"Unable to send text in-world:\r\n" + text);
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}
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}
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finally
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{
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ReleaseLock(QIS.localID);
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}
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}
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} // Something in queue
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}
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catch (ThreadAbortException tae)
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{
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throw tae;
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}
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catch (Exception e)
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{
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m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
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}
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} // while
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} // try
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catch (ThreadAbortException)
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{
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//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
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}
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}
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/// <summary>
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/// <summary>
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/// Try to get a mutex lock on localID
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/// Try to get a mutex lock on localID
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/// </summary>
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="localID"></param>
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/// <returns></returns>
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/// <returns></returns>
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private bool TryLock(uint localID)
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public bool TryLock(uint localID)
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{
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{
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lock (tryLockLock)
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lock (tryLockLock)
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{
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{
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@ -318,7 +215,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// Release mutex lock on localID
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/// Release mutex lock on localID
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/// </summary>
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="localID"></param>
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private void ReleaseLock(uint localID)
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public void ReleaseLock(uint localID)
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{
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{
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lock (tryLockLock)
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lock (tryLockLock)
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{
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{
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@ -383,5 +280,58 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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eventQueue.Enqueue(QIS);
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eventQueue.Enqueue(QIS);
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}
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}
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}
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}
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/// <summary>
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/// A thread should run in this loop and check all running scripts
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/// </summary>
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public void ExecutionTimeoutEnforcingLoop()
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{
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try
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{
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while (true)
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{
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System.Threading.Thread.Sleep(maxFunctionExecutionTimems);
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lock (eventQueueThreadsLock)
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{
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foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads))
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{
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if (EventQueueThread.InExecution)
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{
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if (DateTime.Now.Subtract(EventQueueThread.LastExecutionStarted).Milliseconds >
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maxFunctionExecutionTimems)
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{
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// We need to kill this thread!
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AbortThreadClass(EventQueueThread);
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// Then start another
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StartNewThreadClass();
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}
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}
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}
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}
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}
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}
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catch (ThreadAbortException tae)
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{
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}
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}
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private static void AbortThreadClass(EventQueueThreadClass threadClass)
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{
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try
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{
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threadClass.Shutdown();
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}
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catch (Exception ex)
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{
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Console.WriteLine("Could you please report this to Tedd:");
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Console.WriteLine("Script thread execution timeout kill ended in exception: " + ex.ToString());
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}
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}
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private void StartNewThreadClass()
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{
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EventQueueThreadClass eqtc = new EventQueueThreadClass(this);
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eventQueueThreads.Add(eqtc);
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}
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}
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}
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}
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}
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@ -0,0 +1,201 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Threading;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes.Scripting;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
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/// </summary>
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public class EventQueueThreadClass
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{
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/// <summary>
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/// How many ms to sleep if queue is empty
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/// </summary>
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private int nothingToDoSleepms = 50;
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public DateTime LastExecutionStarted;
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public bool InExecution = false;
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private EventQueueManager eventQueueManager;
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public Thread EventQueueThread;
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private static int ThreadCount = 0;
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public EventQueueThreadClass(EventQueueManager eqm)
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{
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eventQueueManager = eqm;
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Start();
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}
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~EventQueueThreadClass()
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{
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Shutdown();
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}
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/// <summary>
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/// Start thread
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/// </summary>
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private void Start()
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{
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EventQueueThread = new Thread(EventQueueThreadLoop);
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EventQueueThread.IsBackground = true;
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EventQueueThread.Priority = ThreadPriority.BelowNormal;
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EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
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EventQueueThread.Start();
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// Look at this... Don't you wish everyone did that solid coding everywhere? :P
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if (ThreadCount == int.MaxValue)
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ThreadCount = 0;
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ThreadCount++;
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}
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public void Shutdown()
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{
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if (EventQueueThread != null && EventQueueThread.IsAlive == true)
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{
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try
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{
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EventQueueThread.Abort();
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EventQueueThread.Join();
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}
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catch (Exception)
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{
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//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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}
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/// <summary>
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/// Queue processing thread loop
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/// </summary>
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private void EventQueueThreadLoop()
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{
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
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try
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{
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EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
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while (true)
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{
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try
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{
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||||||
|
EventQueueManager.QueueItemStruct QIS = BlankQIS;
|
||||||
|
bool GotItem = false;
|
||||||
|
|
||||||
|
if (eventQueueManager.eventQueue.Count == 0)
|
||||||
|
{
|
||||||
|
// Nothing to do? Sleep a bit waiting for something to do
|
||||||
|
Thread.Sleep(nothingToDoSleepms);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Something in queue, process
|
||||||
|
//myScriptEngine.m_logger.Verbose("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 (eventQueueManager.queueLock)
|
||||||
|
{
|
||||||
|
GotItem = false;
|
||||||
|
for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
|
||||||
|
{
|
||||||
|
// Get queue item
|
||||||
|
QIS = eventQueueManager.eventQueue.Dequeue();
|
||||||
|
|
||||||
|
// Check if object is being processed by someone else
|
||||||
|
if (eventQueueManager.TryLock(QIS.localID) == false)
|
||||||
|
{
|
||||||
|
// Object is already being processed, requeue it
|
||||||
|
eventQueueManager.eventQueue.Enqueue(QIS);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// We have lock on an object and can process it
|
||||||
|
GotItem = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} // go through queue
|
||||||
|
} // lock
|
||||||
|
|
||||||
|
if (GotItem == true)
|
||||||
|
{
|
||||||
|
// Execute function
|
||||||
|
try
|
||||||
|
{
|
||||||
|
#if DEBUG
|
||||||
|
eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
|
||||||
|
+ "QIS.localID: " + QIS.localID
|
||||||
|
+ ", QIS.itemID: " + QIS.itemID
|
||||||
|
+ ", QIS.functionName: " + QIS.functionName);
|
||||||
|
#endif
|
||||||
|
LastExecutionStarted = DateTime.Now;
|
||||||
|
InExecution = true;
|
||||||
|
eventQueueManager.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
|
||||||
|
text += e.InnerException.Message.ToString();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
text += "\r\n";
|
||||||
|
// Send normal
|
||||||
|
text += e.Message.ToString();
|
||||||
|
}
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (text.Length > 1500)
|
||||||
|
text = text.Substring(0, 1500);
|
||||||
|
IScriptHost m_host = eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
|
||||||
|
//if (m_host != null)
|
||||||
|
//{
|
||||||
|
eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), ChatTypeEnum.Say, 0,
|
||||||
|
m_host.AbsolutePosition, m_host.Name, m_host.UUID);
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
//}
|
||||||
|
//else
|
||||||
|
//{
|
||||||
|
// T oconsole
|
||||||
|
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine",
|
||||||
|
"Unable to send text in-world:\r\n" + text);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
InExecution = false;
|
||||||
|
eventQueueManager.ReleaseLock(QIS.localID);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // Something in queue
|
||||||
|
}
|
||||||
|
catch (ThreadAbortException tae)
|
||||||
|
{
|
||||||
|
throw tae;
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
|
||||||
|
}
|
||||||
|
} // while
|
||||||
|
} // try
|
||||||
|
catch (ThreadAbortException)
|
||||||
|
{
|
||||||
|
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue