Execution threads are now shared between regions too. Default thread count regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
But, this is totally completely untested. So it probably won't work for another patch or five.afrisby-rexmerge
parent
3bb0fe098f
commit
a43bb10000
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@ -45,7 +45,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public class EventQueueManager : iScriptEngineFunctionModule
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{
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//
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// Class is instanced in "ScriptEngine" and used by "EventManager" also instanced in "ScriptEngine".
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// Class is instanced in "ScriptEngine" and used by "EventManager" which is also instanced in "ScriptEngine".
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//
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// Class purpose is to queue and execute functions that are received by "EventManager":
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// - allowing "EventManager" to release its event thread immediately, thus not interrupting server execution.
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@ -68,25 +68,25 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// List of threads (classes) processing event queue
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/// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting.
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/// </summary>
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internal List<EventQueueThreadClass> eventQueueThreads; // Thread pool that we work on
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internal static List<EventQueueThreadClass> eventQueueThreads; // Thread pool that we work on
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/// <summary>
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/// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads.
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/// </summary>
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// private object eventQueueThreadsLock = new object();
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// Static objects for referencing the objects above if we don't have private threads:
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internal static List<EventQueueThreadClass> staticEventQueueThreads; // A static reference used if we don't use private threads
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//internal static List<EventQueueThreadClass> staticEventQueueThreads; // A static reference used if we don't use private threads
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// internal static object staticEventQueueThreadsLock; // Statick lock object reference for same reason
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/// <summary>
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/// Global static list of all threads (classes) processing event queue -- used by max enforcment thread
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/// </summary>
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private List<EventQueueThreadClass> staticGlobalEventQueueThreads = new List<EventQueueThreadClass>();
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//private List<EventQueueThreadClass> staticGlobalEventQueueThreads = new List<EventQueueThreadClass>();
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/// <summary>
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/// Used internally to specify how many threads should exit gracefully
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/// </summary>
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public int ThreadsToExit;
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public object ThreadsToExitLock = new object();
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public static int ThreadsToExit;
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public static object ThreadsToExitLock = new object();
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//public object queueLock = new object(); // Mutex lock object
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@ -94,14 +94,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// How many threads to process queue with
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/// </summary>
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internal int numberOfThreads;
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internal static int numberOfThreads;
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internal static int EventExecutionMaxQueueSize;
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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
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private static int maxFunctionExecutionTimems
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{
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get { return (int)(maxFunctionExecutionTimens / 10000); }
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set { maxFunctionExecutionTimens = value * 10000; }
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@ -111,15 +111,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// Contains nanoseconds version of maxFunctionExecutionTimems so that it matches time calculations better (performance reasons).
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/// WARNING! ONLY UPDATE maxFunctionExecutionTimems, NEVER THIS DIRECTLY.
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/// </summary>
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public long maxFunctionExecutionTimens;
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public static long maxFunctionExecutionTimens;
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/// <summary>
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/// Enforce max execution time
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/// </summary>
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public bool EnforceMaxExecutionTime;
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public static bool EnforceMaxExecutionTime;
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/// <summary>
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/// Kill script (unload) when it exceeds execution time
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/// </summary>
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private bool KillScriptOnMaxFunctionExecutionTime;
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private static bool KillScriptOnMaxFunctionExecutionTime;
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/// <summary>
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/// List of localID locks for mutex processing of script events
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@ -172,33 +172,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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m_ScriptEngine = _ScriptEngine;
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// TODO: We need to move from single EventQueueManager to list of it in to share threads
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bool PrivateRegionThreads = true; // m_ScriptEngine.ScriptConfigSource.GetBoolean("PrivateRegionThreads", false);
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// Create thread pool list and lock object
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// Determine from config if threads should be dedicated to regions or shared
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if (PrivateRegionThreads)
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{
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// PRIVATE THREAD POOL PER REGION
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eventQueueThreads = new List<EventQueueThreadClass>();
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// eventQueueThreadsLock = new object();
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}
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else
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{
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// SHARED THREAD POOL
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// Crate the static objects
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if (staticEventQueueThreads == null)
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staticEventQueueThreads = new List<EventQueueThreadClass>();
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// if (staticEventQueueThreadsLock == null)
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// staticEventQueueThreadsLock = new object();
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// Now reference our locals to them
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eventQueueThreads = staticEventQueueThreads;
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//eventQueueThreadsLock = staticEventQueueThreadsLock;
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}
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eventQueueThreads = new List<EventQueueThreadClass>();
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ReadConfig();
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}
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public void ReadConfig()
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@ -230,18 +205,18 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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private void Stop()
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{
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if (eventQueueThreads != null && eventQueueThreads != null)
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if (eventQueueThreads != null)
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{
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// Kill worker threads
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//lock (eventQueueThreads)
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//{
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lock (eventQueueThreads)
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{
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foreach (EventQueueThreadClass EventQueueThread in new ArrayList(eventQueueThreads))
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{
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AbortThreadClass(EventQueueThread);
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}
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//eventQueueThreads.Clear();
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//staticGlobalEventQueueThreads.Clear();
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//}
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}
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}
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// Remove all entries from our event queue
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@ -256,9 +231,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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#region " Start / stop script execution threads (ThreadClasses) "
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private void StartNewThreadClass()
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{
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EventQueueThreadClass eqtc = new EventQueueThreadClass(this);
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EventQueueThreadClass eqtc = new EventQueueThreadClass();
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eventQueueThreads.Add(eqtc);
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staticGlobalEventQueueThreads.Add(eqtc);
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m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
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}
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@ -266,8 +240,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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if (eventQueueThreads.Contains(threadClass))
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eventQueueThreads.Remove(threadClass);
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if (staticGlobalEventQueueThreads.Contains(threadClass))
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staticGlobalEventQueueThreads.Remove(threadClass);
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try
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{
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@ -426,7 +398,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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// Iterate through all ScriptThreadClasses and check how long their current function has been executing
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lock (eventQueueThreads)
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{
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foreach (EventQueueThreadClass EventQueueThread in staticGlobalEventQueueThreads)
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foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
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{
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// Is thread currently executing anything?
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if (EventQueueThread.InExecution)
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@ -40,27 +40,27 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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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: iScriptEngineFunctionModule
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public class EventQueueThreadClass : iScriptEngineFunctionModule
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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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private ThreadPriority MyThreadPriority;
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private static int nothingToDoSleepms;// = 50;
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private static ThreadPriority MyThreadPriority;
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public long LastExecutionStarted;
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public bool InExecution = false;
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public bool KillCurrentScript = false;
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private EventQueueManager eventQueueManager;
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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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private string ScriptEngineName = "ScriptEngine.Common";
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public EventQueueThreadClass(EventQueueManager eqm)
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public EventQueueThreadClass()//EventQueueManager eqm
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{
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eventQueueManager = eqm;
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//eventQueueManager = eqm;
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ReadConfig();
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Start();
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}
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@ -72,32 +72,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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{
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ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
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string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Lowest;
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break;
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case "belownormal":
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MyThreadPriority = ThreadPriority.BelowNormal;
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break;
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case "normal":
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MyThreadPriority = ThreadPriority.Normal;
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break;
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case "abovenormal":
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MyThreadPriority = ThreadPriority.AboveNormal;
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break;
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case "highest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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eventQueueManager.m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\".");
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break;
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
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string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Lowest;
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break;
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case "belownormal":
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MyThreadPriority = ThreadPriority.BelowNormal;
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break;
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case "normal":
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MyThreadPriority = ThreadPriority.Normal;
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break;
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case "abovenormal":
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MyThreadPriority = ThreadPriority.AboveNormal;
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break;
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case "highest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
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"\" in config file. Defaulting to \"BelowNormal\".");
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break;
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}
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}
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// Now set that priority
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@ -127,8 +131,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void Stop()
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{
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PleaseShutdown = true; // Set shutdown flag
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Thread.Sleep(100); // Wait a bit
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//PleaseShutdown = true; // Set shutdown flag
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//Thread.Sleep(100); // Wait a bit
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if (EventQueueThread != null && EventQueueThread.IsAlive == true)
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{
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try
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@ -143,6 +147,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
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private ScriptEngine lastScriptEngine;
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/// <summary>
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/// Queue processing thread loop
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/// </summary>
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@ -151,171 +157,24 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
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try
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{
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while (true)
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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 BlankQIS = new EventQueueManager.QueueItemStruct();
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while (true)
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{
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// Every now and then check if we should shut down
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if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0)
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{
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// Someone should shut down, lets get exclusive lock
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lock (eventQueueManager.ThreadsToExitLock)
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{
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// Lets re-check in case someone grabbed it
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if (eventQueueManager.ThreadsToExit > 0)
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{
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// Its crowded here so we'll shut down
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eventQueueManager.ThreadsToExit--;
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Stop();
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return;
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}
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else
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{
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// We have been asked to shut down
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Stop();
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return;
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}
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}
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}
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//try
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// {
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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if (PleaseShutdown)
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return;
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if (eventQueueManager.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.Log.Info("[" + ScriptEngineName + "]: 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 (eventQueueManager.eventQueue)
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{
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GotItem = false;
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for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
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{
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// Get queue item
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QIS = eventQueueManager.eventQueue.Dequeue();
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// Check if object is being processed by someone else
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if (eventQueueManager.TryLock(QIS.localID) == false)
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{
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// Object is already being processed, requeue it
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eventQueueManager.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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}
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}
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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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///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
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// "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: " +
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// QIS.functionName);
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#endif
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LastExecutionStarted = DateTime.Now.Ticks;
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KillCurrentScript = false;
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InExecution = true;
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eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
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QIS.itemID,
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QIS.functionName,
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QIS.llDetectParams,
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QIS.param);
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InExecution = false;
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}
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catch (Exception e)
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{
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InExecution = false;
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// DISPLAY ERROR INWORLD
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string text = "Error executing script function \"" + QIS.functionName +
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"\":\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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if (KillCurrentScript)
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text += "\r\nScript will be deactivated!";
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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 =
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eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
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//if (m_host != null)
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//{
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eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
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ChatTypeEnum.Say, 0,
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m_host.AbsolutePosition,
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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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eventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
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"Unable to send text in-world:\r\n" +
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text);
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}
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finally
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{
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// So we are done sending message in-world
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if (KillCurrentScript)
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{
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eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
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QIS.localID, QIS.itemID);
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}
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}
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}
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finally
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{
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InExecution = false;
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eventQueueManager.ReleaseLock(QIS.localID);
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}
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}
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}
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DoProcessQueue();
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}
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}
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catch (ThreadAbortException tae)
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{
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eventQueueManager.m_ScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
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if (lastScriptEngine != null)
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lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
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}
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catch (Exception e)
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{
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eventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
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if (lastScriptEngine != null)
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lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
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}
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}
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}
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@ -325,14 +184,171 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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public void DoProcessQueue()
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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lastScriptEngine = m_ScriptEngine;
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// Every now and then check if we should shut down
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//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
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//{
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// // Someone should shut down, lets get exclusive lock
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// 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.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
|
||||
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
|
||||
text += e.InnerException.Message.ToString();
|
||||
}
|
||||
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.Say, 0,
|
||||
m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//}
|
||||
//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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
|
||||
///// <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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -156,12 +156,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
|
||||
|
||||
// Check if any script has exceeded its max execution time
|
||||
if (m_ScriptEngine.m_EventQueueManager != null &&
|
||||
m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
|
||||
if (EventQueueManager.EnforceMaxExecutionTime)
|
||||
{
|
||||
// We are enforcing execution time
|
||||
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
|
||||
m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
|
||||
EventQueueManager.maxFunctionExecutionTimens)
|
||||
{
|
||||
// Its time to check again
|
||||
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
|
||||
|
|
Loading…
Reference in New Issue