ScriptThreadPriority to set script thread priority DeactivateScriptOnTimeout to remove script if it is executing too long
245 lines
11 KiB
C#
245 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Threading;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes.Scripting;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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/// <summary>
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/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
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/// </summary>
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public class EventQueueThreadClass
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{
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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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public DateTime LastExecutionStarted;
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public bool InExecution = false;
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public bool KillCurrentScript = false;
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private EventQueueManager eventQueueManager;
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public Thread EventQueueThread;
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private static int ThreadCount = 0;
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private ThreadPriority MyThreadPriority;
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public EventQueueThreadClass(EventQueueManager eqm)
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{
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eventQueueManager = eqm;
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nothingToDoSleepms = eqm.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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Start();
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}
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~EventQueueThreadClass()
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{
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Shutdown();
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}
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/// <summary>
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/// Start thread
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/// </summary>
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private void Start()
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{
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// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
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string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Lowest;
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break;
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case "belownormal":
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MyThreadPriority = ThreadPriority.BelowNormal;
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break;
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case "normal":
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MyThreadPriority = ThreadPriority.Normal;
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break;
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case "abovenormal":
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MyThreadPriority = ThreadPriority.AboveNormal;
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break;
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case "highest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\".");
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break;
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}
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EventQueueThread = new Thread(EventQueueThreadLoop);
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EventQueueThread.IsBackground = true;
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EventQueueThread.Priority = MyThreadPriority;
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EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
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EventQueueThread.Start();
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// Look at this... Don't you wish everyone did that solid coding everywhere? :P
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if (ThreadCount == int.MaxValue)
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ThreadCount = 0;
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ThreadCount++;
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}
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public void Shutdown()
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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.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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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_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
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try
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{
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EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
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while (true)
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{
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try
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{
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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if (eventQueueManager.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_logger.Verbose("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 (eventQueueManager.queueLock)
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{
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GotItem = false;
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for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
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{
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// Get queue item
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QIS = eventQueueManager.eventQueue.Dequeue();
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// Check if object is being processed by someone else
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if (eventQueueManager.TryLock(QIS.localID) == false)
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{
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// Object is already being processed, requeue it
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eventQueueManager.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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} // go through queue
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} // lock
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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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#if DEBUG
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eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine", "Executing event:\r\n"
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+ "QIS.localID: " + QIS.localID
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+ ", QIS.itemID: " + QIS.itemID
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+ ", QIS.functionName: " + QIS.functionName);
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#endif
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LastExecutionStarted = DateTime.Now;
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KillCurrentScript = false;
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InExecution = true;
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eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, QIS.itemID,
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QIS.functionName, QIS.llDetectParams, QIS.param);
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InExecution = false;
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}
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catch (Exception e)
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{
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InExecution = false;
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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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text += "\r\n";
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// Send normal
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text += e.Message.ToString();
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}
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if (KillCurrentScript)
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text += "\r\nScript will be deactivated!";
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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 = eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
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//if (m_host != null)
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//{
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eventQueueManager.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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eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine",
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"Unable to send text in-world:\r\n" + text);
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}
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finally
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{
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// So we are done sending message in-world
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if (KillCurrentScript)
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{
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eventQueueManager.m_ScriptEngine.m_ScriptManager.RemoveScript(QIS.localID, QIS.itemID);
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}
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}
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}
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finally
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{
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InExecution = false;
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eventQueueManager.ReleaseLock(QIS.localID);
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}
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}
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} // Something in queue
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}
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catch (ThreadAbortException tae)
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{
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eventQueueManager.m_ScriptEngine.Log.Notice("ScriptEngine", "ThreadAbortException while executing function.");
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}
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catch (Exception e)
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{
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eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
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}
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} // while
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} // try
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catch (ThreadAbortException)
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{
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//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
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}
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}
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}
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}
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