refactor: rename ScriptInstance.m_CurrentResult to m_CurrentWorkItem to make it more understandable as to what it is and what it does (hold a thread pool work item for a waiting of in-progress event)

Also add other various illustrative comments
0.7.3-post-fixes
Justin Clark-Casey (justincc) 2012-03-14 00:29:36 +00:00
parent 1b4ea4f178
commit e17e376b04
3 changed files with 50 additions and 25 deletions

View File

@ -89,7 +89,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
void Start();
/// <summary>
/// Stop the script.
/// Stop the script instance.
/// </summary>
/// <param name="timeout"></param>
/// <returns>true if the script was successfully stopped, false otherwise</returns>
@ -97,13 +97,17 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
void SetState(string state);
/// <summary>
/// Post an event to this script instance.
/// </summary>
/// <param name="data"></param>
void PostEvent(EventParams data);
void Suspend();
void Resume();
/// <summary>
/// Process the next event queued for this script
/// Process the next event queued for this script instance.
/// </summary>
/// <returns></returns>
object EventProcessor();

View File

@ -58,7 +58,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IScriptEngine m_Engine;
private IScriptWorkItem m_CurrentResult = null;
/// <summary>
/// The current work item if an event for this script is running or waiting to run,
/// </summary>
/// <remarks>
/// Null if there is no running or waiting to run event. Must be changed only under an m_EventQueue lock.
/// </remarks>
private IScriptWorkItem m_CurrentWorkItem;
private Queue m_EventQueue = new Queue(32);
private bool m_RunEvents = false;
private UUID m_ItemID;
@ -157,7 +165,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{
// Need to place ourselves back in a work item if there are events to process
if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
m_CurrentResult = m_Engine.QueueEventHandler(this);
m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
}
}
}
@ -527,8 +535,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
if (m_EventQueue.Count > 0)
{
if (m_CurrentResult == null)
m_CurrentResult = m_Engine.QueueEventHandler(this);
if (m_CurrentWorkItem == null)
m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
// else
// m_log.Error("[Script] Tried to start a script that was already queued");
}
@ -540,52 +548,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout);
IScriptWorkItem result;
IScriptWorkItem workItem;
lock (m_EventQueue)
{
if (!Running)
return true;
if (m_CurrentResult == null)
// If we're not running or waiting to run an event then we can safely stop.
if (m_CurrentWorkItem == null)
{
m_RunEvents = false;
return true;
}
if (m_CurrentResult.Cancel())
// If we are waiting to run an event then we can try to cancel it.
if (m_CurrentWorkItem.Cancel())
{
m_CurrentResult = null;
m_CurrentWorkItem = null;
m_RunEvents = false;
return true;
}
result = m_CurrentResult;
workItem = m_CurrentWorkItem;
m_RunEvents = false;
}
if (result.Wait(new TimeSpan((long)timeout * 100000)))
// Wait for the current event to complete.
if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
{
return true;
}
lock (m_EventQueue)
{
result = m_CurrentResult;
workItem = m_CurrentWorkItem;
}
if (result == null)
if (workItem == null)
return true;
// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
// forcibly abort the work item (this aborts the underlying thread).
if (!m_InSelfDelete)
{
// m_log.ErrorFormat("[SCRIPT INSTANCE]: Aborting script {0} {1}", ScriptName, ItemID);
result.Abort();
workItem.Abort();
}
lock (m_EventQueue)
{
m_CurrentResult = null;
m_CurrentWorkItem = null;
}
return true;
@ -606,6 +620,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
throw new EventAbortException();
}
/// <summary>
/// Post an event to this script instance.
/// </summary>
/// <remarks>
/// The request to run the event is sent
/// </remarks>
/// <param name="data"></param>
public void PostEvent(EventParams data)
{
// m_log.DebugFormat("[Script] Posted event {2} in state {3} to {0}.{1}",
@ -672,9 +693,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_EventQueue.Enqueue(data);
if (m_CurrentResult == null)
if (m_CurrentWorkItem == null)
{
m_CurrentResult = m_Engine.QueueEventHandler(this);
m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
}
}
}
@ -701,11 +722,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{
if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
{
m_CurrentResult = m_Engine.QueueEventHandler(this);
m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
}
else
{
m_CurrentResult = null;
m_CurrentWorkItem = null;
}
return 0;
}
@ -825,15 +846,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
}
// If there are more events and we are currently running and not shutting down, then ask the
// script engine to run the next event.
lock (m_EventQueue)
{
if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
{
m_CurrentResult = m_Engine.QueueEventHandler(this);
m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
}
else
{
m_CurrentResult = null;
m_CurrentWorkItem = null;
}
}
@ -943,8 +967,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public void SaveState(string assembly)
{
// If we're currently in an event, just tell it to save upon return
//
if (m_InEvent)

View File

@ -990,7 +990,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
lock (m_Scripts)
{
// Create the object record
if ((!m_Scripts.ContainsKey(itemID)) ||
(m_Scripts[itemID].AssetID != assetID))
{