336 lines
14 KiB
C#
336 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/* Original code: Tedd Hansen */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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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.Grid.ScriptEngine.DotNetEngine.Compiler.LSL;
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using OpenSim.Region.Environment.Scenes.Scripting;
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namespace OpenSim.Grid.ScriptEngine.DotNetEngine
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{
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/// <summary>
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/// EventQueueManager handles event queues
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/// Events are queued and executed in separate thread
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/// </summary>
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[Serializable]
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internal class EventQueueManager
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// List of threads processing event queue
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/// </summary>
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private List<Thread> eventQueueThreads = new List<Thread>();
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private 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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/// How many threads to process queue with
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/// </summary>
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private int numberOfThreads = 2;
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/// <summary>
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/// Queue containing events waiting to be executed
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/// </summary>
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private Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
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/// <summary>
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/// Queue item structure
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/// </summary>
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private struct QueueItemStruct
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{
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public uint localID;
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public LLUUID itemID;
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public string functionName;
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public object[] param;
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}
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/// <summary>
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/// List of localID locks for mutex processing of script events
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/// </summary>
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private List<uint> objectLocks = new List<uint>();
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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 EventQueueManager(ScriptEngine _ScriptEngine)
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{
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m_ScriptEngine = _ScriptEngine;
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//
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// Start event queue processing threads (worker threads)
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//
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for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
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{
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Thread EventQueueThread = new Thread(EventQueueThreadLoop);
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eventQueueThreads.Add(EventQueueThread);
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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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}
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}
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~EventQueueManager()
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{
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// Kill worker threads
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foreach (Thread EventQueueThread in new ArrayList(eventQueueThreads))
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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.m_log.Info("[ScriptEngine]: EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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}
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eventQueueThreads.Clear();
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// Todo: Clean up our queues
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eventQueue.Clear();
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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_log.Info("[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_log.Info("[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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}
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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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m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
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QIS.functionName, 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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// 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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Console.WriteLine("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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}
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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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Console.WriteLine("Exception in EventQueueThreadLoop: " + e.ToString());
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}
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}
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}
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catch (ThreadAbortException)
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{
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//myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Worker thread killed: " + tae.Message);
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}
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}
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/// <summary>
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/// Try to get a mutex lock on localID
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/// </summary>
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/// <param name="localID"></param>
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/// <returns></returns>
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private bool TryLock(uint localID)
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{
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lock (tryLockLock)
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{
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if (objectLocks.Contains(localID) == true)
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{
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return false;
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}
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else
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{
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objectLocks.Add(localID);
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return true;
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}
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}
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}
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/// <summary>
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/// Release mutex lock on localID
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/// </summary>
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/// <param name="localID"></param>
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private void ReleaseLock(uint localID)
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{
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lock (tryLockLock)
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{
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if (objectLocks.Contains(localID) == true)
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{
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objectLocks.Remove(localID);
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}
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}
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}
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/// <summary>
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/// Add event to event execution queue
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
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/// <param name="param">Array of parameters to match event mask</param>
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public void AddToObjectQueue(uint localID, string FunctionName, object[] param)
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{
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// Determine all scripts in Object and add to their queue
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//myScriptEngine.m_log.Info("[ScriptEngine]: EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
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// Do we have any scripts in this object at all? If not, return
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if (m_ScriptEngine.m_ScriptManager.Scripts.ContainsKey(localID) == false)
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{
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//Console.WriteLine("Event \"" + FunctionName + "\" for localID: " + localID + ". No scripts found on this localID.");
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return;
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}
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Dictionary<LLUUID, LSL_BaseClass>.KeyCollection scriptKeys =
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m_ScriptEngine.m_ScriptManager.GetScriptKeys(localID);
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foreach (LLUUID itemID in scriptKeys)
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{
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// Add to each script in that object
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// TODO: Some scripts may not subscribe to this event. Should we NOT add it? Does it matter?
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AddToScriptQueue(localID, itemID, FunctionName, param);
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}
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}
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/// <summary>
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/// Add event to event execution queue
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="itemID"></param>
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/// <param name="FunctionName">Name of the function, will be state + "_event_" + FunctionName</param>
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/// <param name="param">Array of parameters to match event mask</param>
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public void AddToScriptQueue(uint localID, LLUUID itemID, string FunctionName, object[] param)
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{
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lock (queueLock)
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{
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// Create a structure and add data
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QueueItemStruct QIS = new QueueItemStruct();
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QIS.localID = localID;
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QIS.itemID = itemID;
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QIS.functionName = FunctionName;
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QIS.param = param;
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// Add it to queue
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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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