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 comments0.7.3-post-fixes
parent
1b4ea4f178
commit
e17e376b04
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@ -89,7 +89,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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void Start();
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/// <summary>
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/// Stop the script.
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/// Stop the script instance.
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/// </summary>
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/// <param name="timeout"></param>
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/// <returns>true if the script was successfully stopped, false otherwise</returns>
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@ -97,13 +97,17 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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void SetState(string state);
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/// <summary>
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/// Post an event to this script instance.
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/// </summary>
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/// <param name="data"></param>
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void PostEvent(EventParams data);
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void Suspend();
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void Resume();
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/// <summary>
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/// Process the next event queued for this script
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/// Process the next event queued for this script instance.
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/// </summary>
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/// <returns></returns>
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object EventProcessor();
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@ -58,7 +58,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IScriptEngine m_Engine;
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private IScriptWorkItem m_CurrentResult = null;
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/// <summary>
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/// The current work item if an event for this script is running or waiting to run,
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/// </summary>
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/// <remarks>
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/// Null if there is no running or waiting to run event. Must be changed only under an m_EventQueue lock.
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/// </remarks>
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private IScriptWorkItem m_CurrentWorkItem;
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private Queue m_EventQueue = new Queue(32);
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private bool m_RunEvents = false;
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private UUID m_ItemID;
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@ -157,7 +165,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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// Need to place ourselves back in a work item if there are events to process
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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m_CurrentResult = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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}
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}
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@ -527,8 +535,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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if (m_EventQueue.Count > 0)
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{
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if (m_CurrentResult == null)
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m_CurrentResult = m_Engine.QueueEventHandler(this);
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if (m_CurrentWorkItem == null)
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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// else
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// m_log.Error("[Script] Tried to start a script that was already queued");
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}
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@ -540,52 +548,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout);
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IScriptWorkItem result;
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IScriptWorkItem workItem;
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lock (m_EventQueue)
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{
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if (!Running)
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return true;
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if (m_CurrentResult == null)
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// If we're not running or waiting to run an event then we can safely stop.
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if (m_CurrentWorkItem == null)
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{
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m_RunEvents = false;
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return true;
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}
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if (m_CurrentResult.Cancel())
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// If we are waiting to run an event then we can try to cancel it.
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if (m_CurrentWorkItem.Cancel())
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{
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m_CurrentResult = null;
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m_CurrentWorkItem = null;
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m_RunEvents = false;
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return true;
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}
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result = m_CurrentResult;
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workItem = m_CurrentWorkItem;
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m_RunEvents = false;
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}
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if (result.Wait(new TimeSpan((long)timeout * 100000)))
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// Wait for the current event to complete.
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if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
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{
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return true;
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}
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lock (m_EventQueue)
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{
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result = m_CurrentResult;
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workItem = m_CurrentWorkItem;
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}
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if (result == null)
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if (workItem == null)
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return true;
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// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
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// forcibly abort the work item (this aborts the underlying thread).
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if (!m_InSelfDelete)
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{
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// m_log.ErrorFormat("[SCRIPT INSTANCE]: Aborting script {0} {1}", ScriptName, ItemID);
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result.Abort();
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workItem.Abort();
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}
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lock (m_EventQueue)
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{
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m_CurrentResult = null;
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m_CurrentWorkItem = null;
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}
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return true;
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@ -606,6 +620,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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throw new EventAbortException();
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}
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/// <summary>
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/// Post an event to this script instance.
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/// </summary>
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/// <remarks>
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/// The request to run the event is sent
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/// </remarks>
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/// <param name="data"></param>
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public void PostEvent(EventParams data)
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{
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// m_log.DebugFormat("[Script] Posted event {2} in state {3} to {0}.{1}",
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@ -672,9 +693,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_EventQueue.Enqueue(data);
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if (m_CurrentResult == null)
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if (m_CurrentWorkItem == null)
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{
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m_CurrentResult = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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}
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}
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@ -701,11 +722,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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{
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m_CurrentResult = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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else
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{
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m_CurrentResult = null;
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m_CurrentWorkItem = null;
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}
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return 0;
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}
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@ -825,15 +846,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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}
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// If there are more events and we are currently running and not shutting down, then ask the
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// script engine to run the next event.
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lock (m_EventQueue)
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{
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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{
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m_CurrentResult = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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else
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{
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m_CurrentResult = null;
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m_CurrentWorkItem = null;
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}
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}
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@ -943,8 +967,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public void SaveState(string assembly)
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{
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// If we're currently in an event, just tell it to save upon return
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//
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if (m_InEvent)
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@ -990,7 +990,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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lock (m_Scripts)
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{
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// Create the object record
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if ((!m_Scripts.ContainsKey(itemID)) ||
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(m_Scripts[itemID].AssetID != assetID))
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{
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