Files
opensim/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
Melanie Thielker fb7a29a5ef Rename lots of stuff in DNE to reduce source code differences in the
LSL implementation files. Rename lots of stuff in XEngine for the same
reason. Move methods between interfaces. Just refactor stuff.
2008-09-24 13:18:06 +00:00

335 lines
11 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.Threading;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
using Timer=OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer;
namespace OpenSim.Region.ScriptEngine.Shared.Api
{
/// <summary>
/// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
/// </summary>
public class AsyncCommandManager
{
private static Thread cmdHandlerThread;
private static int cmdHandlerThreadCycleSleepms;
private static List<IScene> m_Scenes = new List<IScene>();
private static List<IEventReceiver> m_ScriptEngines =
new List<IEventReceiver>();
public IEventReceiver m_ScriptEngine;
private IScene m_Scene;
private static Dictionary<IScene, Dataserver> m_Dataserver =
new Dictionary<IScene, Dataserver>();
private static Dictionary<IScene, Timer> m_Timer =
new Dictionary<IScene, Timer>();
private static Dictionary<IScene, Listener> m_Listener =
new Dictionary<IScene, Listener>();
private static Dictionary<IScene, HttpRequest> m_HttpRequest =
new Dictionary<IScene, HttpRequest>();
private static Dictionary<IScene, SensorRepeat> m_SensorRepeat =
new Dictionary<IScene, SensorRepeat>();
private static Dictionary<IScene, XmlRequest> m_XmlRequest =
new Dictionary<IScene, XmlRequest>();
public Dataserver DataserverPlugin
{
get { return m_Dataserver[m_Scene]; }
}
public Timer TimerPlugin
{
get { return m_Timer[m_Scene]; }
}
public HttpRequest HttpRequestPlugin
{
get { return m_HttpRequest[m_Scene]; }
}
public Listener ListenerPlugin
{
get { return m_Listener[m_Scene]; }
}
public SensorRepeat SensorRepeatPlugin
{
get { return m_SensorRepeat[m_Scene]; }
}
public XmlRequest XmlRequestPlugin
{
get { return m_XmlRequest[m_Scene]; }
}
public IEventReceiver[] ScriptEngines
{
get { return m_ScriptEngines.ToArray(); }
}
public AsyncCommandManager(IEventReceiver _ScriptEngine)
{
m_ScriptEngine = _ScriptEngine;
m_Scene = m_ScriptEngine.World;
if (!m_Scenes.Contains(m_Scene))
m_Scenes.Add(m_Scene);
if (!m_ScriptEngines.Contains(m_ScriptEngine))
m_ScriptEngines.Add(m_ScriptEngine);
ReadConfig();
// Create instances of all plugins
if (!m_Dataserver.ContainsKey(m_Scene))
m_Dataserver[m_Scene] = new Dataserver(this);
if (!m_Timer.ContainsKey(m_Scene))
m_Timer[m_Scene] = new Timer(this);
if (!m_HttpRequest.ContainsKey(m_Scene))
m_HttpRequest[m_Scene] = new HttpRequest(this);
if (!m_Listener.ContainsKey(m_Scene))
m_Listener[m_Scene] = new Listener(this);
if (!m_SensorRepeat.ContainsKey(m_Scene))
m_SensorRepeat[m_Scene] = new SensorRepeat(this);
if (!m_XmlRequest.ContainsKey(m_Scene))
m_XmlRequest[m_Scene] = new XmlRequest(this);
StartThread();
}
private static void StartThread()
{
if (cmdHandlerThread == null)
{
// Start the thread that will be doing the work
cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
cmdHandlerThread.Name = "AsyncLSLCmdHandlerThread";
cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
cmdHandlerThread.IsBackground = true;
cmdHandlerThread.Start();
ThreadTracker.Add(cmdHandlerThread);
}
}
public void ReadConfig()
{
// cmdHandlerThreadCycleSleepms = m_ScriptEngine.Config.GetInt("AsyncLLCommandLoopms", 100);
// TODO: Make this sane again
cmdHandlerThreadCycleSleepms = 100;
}
~AsyncCommandManager()
{
// Shut down thread
// try
// {
// if (cmdHandlerThread != null)
// {
// if (cmdHandlerThread.IsAlive == true)
// {
// cmdHandlerThread.Abort();
// //cmdHandlerThread.Join();
// }
// }
// }
// catch
// {
// }
}
/// <summary>
/// Main loop for the manager thread
/// </summary>
private static void CmdHandlerThreadLoop()
{
while (true)
{
try
{
while (true)
{
Thread.Sleep(cmdHandlerThreadCycleSleepms);
DoOneCmdHandlerPass();
}
}
catch
{
}
}
}
private static void DoOneCmdHandlerPass()
{
foreach (IScene s in m_Scenes)
{
// Check timers
m_Timer[s].CheckTimerEvents();
// Check HttpRequests
m_HttpRequest[s].CheckHttpRequests();
// Check XMLRPCRequests
m_XmlRequest[s].CheckXMLRPCRequests();
// Check Listeners
m_Listener[s].CheckListeners();
// Check Sensors
m_SensorRepeat[s].CheckSenseRepeaterEvents();
// Check dataserver
m_Dataserver[s].ExpireRequests();
}
}
/// <summary>
/// Remove a specific script (and all its pending commands)
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
public static void RemoveScript(IScene scene, uint localID, UUID itemID)
{
// Remove a specific script
// Remove dataserver events
m_Dataserver[scene].RemoveEvents(localID, itemID);
// Remove from: Timers
m_Timer[scene].UnSetTimerEvents(localID, itemID);
// Remove from: HttpRequest
IHttpRequests iHttpReq =
scene.RequestModuleInterface<IHttpRequests>();
iHttpReq.StopHttpRequest(localID, itemID);
IWorldComm comms = scene.RequestModuleInterface<IWorldComm>();
comms.DeleteListener(itemID);
IXMLRPC xmlrpc = scene.RequestModuleInterface<IXMLRPC>();
xmlrpc.DeleteChannels(itemID);
xmlrpc.CancelSRDRequests(itemID);
// Remove Sensors
m_SensorRepeat[scene].UnSetSenseRepeaterEvents(localID, itemID);
}
public static Object[] GetSerializationData(IScene scene, UUID itemID)
{
List<Object> data = new List<Object>();
Object[] listeners=m_Listener[scene].GetSerializationData(itemID);
if (listeners.Length > 0)
{
data.Add("listener");
data.Add(listeners.Length);
data.AddRange(listeners);
}
Object[] timers=m_Timer[scene].GetSerializationData(itemID);
if (timers.Length > 0)
{
data.Add("timer");
data.Add(timers.Length);
data.AddRange(timers);
}
Object[] sensors=m_SensorRepeat[scene].GetSerializationData(itemID);
if (sensors.Length > 0)
{
data.Add("sensor");
data.Add(sensors.Length);
data.AddRange(sensors);
}
return data.ToArray();
}
public static void CreateFromData(IScene scene, uint localID,
UUID itemID, UUID hostID, Object[] data)
{
int idx = 0;
int len;
while (idx < data.Length)
{
string type = data[idx].ToString();
len = (int)data[idx+1];
idx+=2;
if (len > 0)
{
Object[] item = new Object[len];
Array.Copy(data, idx, item, 0, len);
idx+=len;
switch (type)
{
case "listener":
m_Listener[scene].CreateFromData(localID, itemID,
hostID, item);
break;
case "timer":
m_Timer[scene].CreateFromData(localID, itemID,
hostID, item);
break;
case "sensor":
m_SensorRepeat[scene].CreateFromData(localID,
itemID, hostID, item);
break;
}
}
}
}
#region Check llRemoteData channels
#endregion
#region Check llListeners
#endregion
/// <summary>
/// If set to true then threads and stuff should try to make a graceful exit
/// </summary>
public bool PleaseShutdown
{
get { return _PleaseShutdown; }
set { _PleaseShutdown = value; }
}
private bool _PleaseShutdown = false;
}
}