Files
opensim/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueThreadClass.cs
Dr Scofield 9b66108081 This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.

The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.

I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
2009-02-06 16:55:34 +00:00

422 lines
17 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using System.Globalization;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.CodeTools;
namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
// Because every thread needs some data set for it
// (time started to execute current function), it will do its work
// within a class
public class EventQueueThreadClass
{
// How many ms to sleep if queue is empty
private static int nothingToDoSleepms;// = 50;
private static ThreadPriority MyThreadPriority;
public long LastExecutionStarted;
public bool InExecution = false;
public bool KillCurrentScript = false;
//private EventQueueManager eventQueueManager;
public Thread EventQueueThread;
private static int ThreadCount = 0;
private string ScriptEngineName = "ScriptEngine.Common";
public EventQueueThreadClass()//EventQueueManager eqm
{
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
//eventQueueManager = eqm;
ReadConfig();
Start();
}
~EventQueueThreadClass()
{
Stop();
}
public void ReadConfig()
{
lock (ScriptEngine.ScriptEngines)
{
foreach (ScriptEngine m_ScriptEngine in
ScriptEngine.ScriptEngines)
{
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms =
m_ScriptEngine.ScriptConfigSource.GetInt(
"SleepTimeIfNoScriptExecutionMs", 50);
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;
m_ScriptEngine.Log.Error(
"[ScriptEngine.DotNetEngine]: Unknown "+
"priority type \"" + pri +
"\" in config file. Defaulting to "+
"\"BelowNormal\".");
break;
}
}
}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
EventQueueThread.Priority = MyThreadPriority;
}
/// <summary>
/// Start thread
/// </summary>
private void Start()
{
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
EventQueueThread.Priority = MyThreadPriority;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
ThreadTracker.Add(EventQueueThread);
// Look at this... Don't you wish everyone did that solid
// coding everywhere? :P
if (ThreadCount == int.MaxValue)
ThreadCount = 0;
ThreadCount++;
}
public void Stop()
{
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort(); // Send abort
}
catch (Exception)
{
}
}
}
private EventQueueManager.QueueItemStruct BlankQIS =
new EventQueueManager.QueueItemStruct();
private ScriptEngine lastScriptEngine;
private uint lastLocalID;
// Queue processing thread loop
private void EventQueueThreadLoop()
{
CultureInfo USCulture = new CultureInfo("en-US");
Thread.CurrentThread.CurrentCulture = USCulture;
try
{
while (true)
{
try
{
while (true)
{
DoProcessQueue();
}
}
catch (ThreadAbortException)
{
if (lastScriptEngine != null)
lastScriptEngine.Log.Info("[" + ScriptEngineName +
"]: ThreadAbortException while executing "+
"function.");
}
catch (SelfDeleteException) // Must delete SOG
{
SceneObjectPart part =
lastScriptEngine.World.GetSceneObjectPart(
lastLocalID);
if (part != null && part.ParentGroup != null)
lastScriptEngine.World.DeleteSceneObject(
part.ParentGroup, false);
}
catch (Exception e)
{
if (lastScriptEngine != null)
lastScriptEngine.Log.ErrorFormat("[{0}]: Exception {1} thrown", ScriptEngineName, e.GetType().ToString());
throw e;
}
}
}
catch (ThreadAbortException)
{
}
catch (Exception e)
{
// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
if (lastScriptEngine != null)
lastScriptEngine.Log.ErrorFormat(
"[{0}]: Event queue thread terminating with exception. PLEASE REBOOT YOUR SIM - SCRIPT EVENTS WILL NOT WORK UNTIL YOU DO. Exception is {1}",
ScriptEngineName, e);
}
}
public void DoProcessQueue()
{
foreach (ScriptEngine m_ScriptEngine in
new ArrayList(ScriptEngine.ScriptEngines))
{
lastScriptEngine = m_ScriptEngine;
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
//if (PleaseShutdown)
// return;
if (m_ScriptEngine.m_EventQueueManager == null ||
m_ScriptEngine.m_EventQueueManager.eventQueue == null)
continue;
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
// 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
{
// Only pipe event if land supports it.
if (m_ScriptEngine.World.PipeEventsForScript(
QIS.localID))
{
lastLocalID = QIS.localID;
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 (TargetInvocationException tie)
{
Exception e = tie.InnerException;
if (e is SelfDeleteException) // Forward it
throw e;
InExecution = false;
string text = FormatException(tie, QIS.LineMap);
// DISPLAY ERROR INWORLD
// if (e.InnerException != null)
// {
// // Send inner exception
// string line = " (unknown line)";
// Regex rx = new Regex(@"SecondLife\.Script\..+[\s:](?<line>\d+)\.?\r?$", RegexOptions.Compiled);
// if (rx.Match(e.InnerException.ToString()).Success)
// line = " (line " + rx.Match(e.InnerException.ToString()).Result("${line}") + ")";
// text += e.InnerException.Message.ToString() + line;
// }
// else
// {
// text += "\r\n";
// // Send normal
// text += e.Message.ToString();
// }
// if (KillCurrentScript)
// text += "\r\nScript will be deactivated!";
try
{
if (text.Length >= 1100)
text = text.Substring(0, 1099);
IScriptHost m_host =
m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
m_ScriptEngine.World.SimChat(
Utils.StringToBytes(text),
ChatTypeEnum.DebugChannel, 2147483647,
m_host.AbsolutePosition,
m_host.Name, m_host.UUID, false);
}
catch (Exception)
{
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);
}
}
}
catch (Exception)
{
throw;
}
finally
{
InExecution = false;
m_ScriptEngine.m_EventQueueManager.ReleaseLock(
QIS.localID);
}
}
}
}
}
string FormatException(Exception e, Dictionary<KeyValuePair<int,int>,
KeyValuePair<int,int>> LineMap)
{
if (e.InnerException == null)
return e.ToString();
string message = "Runtime error:\n" + e.InnerException.StackTrace;
string[] lines = message.Split(new char[] {'\n'});
foreach (string line in lines)
{
if (line.Contains("SecondLife.Script"))
{
int idx = line.IndexOf(':');
if (idx != -1)
{
string val = line.Substring(idx+1);
int lineNum = 0;
if (int.TryParse(val, out lineNum))
{
KeyValuePair<int, int> pos =
Compiler.FindErrorPosition(
lineNum, 0, LineMap);
int scriptLine = pos.Key;
int col = pos.Value;
if (scriptLine == 0)
scriptLine++;
if (col == 0)
col++;
message = string.Format("Runtime error:\n" +
"Line ({0}): {1}", scriptLine - 1,
e.InnerException.Message);
return message;
}
}
}
}
return message;
}
}
}