One more: Async LSL command thread is also shared now.

This commit is contained in:
Tedd Hansen
2008-02-22 22:24:12 +00:00
parent 9b675a6888
commit f06a6573bb
5 changed files with 289 additions and 264 deletions

View File

@@ -73,38 +73,40 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
switch (pri.ToLower())
//lock (ScriptEngine.ScriptEngines)
//{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
case "lowest":
MyThreadPriority = ThreadPriority.Lowest;
break;
case "belownormal":
MyThreadPriority = ThreadPriority.BelowNormal;
break;
case "normal":
MyThreadPriority = ThreadPriority.Normal;
break;
case "abovenormal":
MyThreadPriority = ThreadPriority.AboveNormal;
break;
case "highest":
MyThreadPriority = ThreadPriority.Highest;
break;
default:
MyThreadPriority = ThreadPriority.BelowNormal; // Default
m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
"\" in config file. Defaulting to \"BelowNormal\".");
break;
}
}
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
switch (pri.ToLower())
{
case "lowest":
MyThreadPriority = ThreadPriority.Lowest;
break;
case "belownormal":
MyThreadPriority = ThreadPriority.BelowNormal;
break;
case "normal":
MyThreadPriority = ThreadPriority.Normal;
break;
case "abovenormal":
MyThreadPriority = ThreadPriority.AboveNormal;
break;
case "highest":
MyThreadPriority = ThreadPriority.Highest;
break;
default:
MyThreadPriority = ThreadPriority.BelowNormal; // Default
m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
"\" in config file. Defaulting to \"BelowNormal\".");
break;
}
}
//}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
@@ -187,159 +189,163 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void DoProcessQueue()
{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
lastScriptEngine = m_ScriptEngine;
// Every now and then check if we should shut down
//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
//{
// // Someone should shut down, lets get exclusive lock
// 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)
//lock (ScriptEngine.ScriptEngines)
//{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
// 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);
lastScriptEngine = m_ScriptEngine;
// Every now and then check if we should shut down
//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
//{
// // Someone should shut down, lets get exclusive lock
// 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;
// }
// }
//}
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
//try
// {
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
//if (PleaseShutdown)
// return;
if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
{
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;
}
}
// Nothing to do? Sleep a bit waiting for something to do
Thread.Sleep(nothingToDoSleepms);
}
if (GotItem == true)
else
{
// 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!";
// Something in queue, process
//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
try
// 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++)
{
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)
// 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)
{
m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
QIS.localID, QIS.itemID);
// 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;
}
}
}
finally
if (GotItem == true)
{
InExecution = false;
m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
// 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);
}
}
}
}
}
// }
}
///// <summary>