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Added ScriptEngine.DotNetEngine
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136
OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
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136
OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.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.Generic;
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using System.Text;
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using System.Threading;
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using System.Reflection;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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class EventQueueManager
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{
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private Thread EventQueueThread;
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private int NothingToDoSleepms = 200;
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private Queue<QueueItemStruct> EventQueue = new Queue<QueueItemStruct>();
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private struct QueueItemStruct
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{
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public string ObjectID;
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public string ScriptID;
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public string FunctionName;
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public object[] param;
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}
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private ScriptEngine myScriptEngine;
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public EventQueueManager(ScriptEngine _ScriptEngine)
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{
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myScriptEngine = _ScriptEngine;
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Common.SendToDebug("EventQueueManager Start");
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// Start worker thread
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EventQueueThread = new Thread(EventQueueThreadLoop);
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EventQueueThread.IsBackground = true;
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EventQueueThread.Name = "EventQueueManagerThread";
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EventQueueThread.Start();
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}
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~EventQueueManager()
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{
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// Kill worker thread
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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 e)
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{
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Common.SendToDebug("EventQueueManager Exception killing worker thread: " + e.ToString());
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}
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}
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// Todo: Clean up our queues
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}
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private void EventQueueThreadLoop()
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{
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Common.SendToDebug("EventQueueManager Worker thread spawned");
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try
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{
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while (true)
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{
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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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QueueItemStruct QIS = EventQueue.Dequeue();
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Common.SendToDebug("Processing event for ObjectID: " + QIS.ObjectID + ", ScriptID: " + QIS.ScriptID + ", FunctionName: " + QIS.FunctionName);
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// TODO: Execute function
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myScriptEngine.myScriptManager.ExecuteFunction(QIS.ObjectID, QIS.ScriptID, QIS.FunctionName, QIS.param);
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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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Common.SendToDebug("EventQueueManager Worker thread killed: " + tae.Message);
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}
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}
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public void AddToObjectQueue(string ObjectID, 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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Common.SendToDebug("EventQueueManager Adding ObjectID: " + ObjectID + ", FunctionName: " + FunctionName);
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foreach (string ScriptID in myScriptEngine.myScriptManager.GetScriptKeys(ObjectID))
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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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// Create a structure and add data
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QueueItemStruct QIS = new QueueItemStruct();
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QIS.ObjectID = ObjectID;
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QIS.ScriptID = ScriptID;
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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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//public void AddToScriptQueue(string ObjectID, string FunctionName, object[] param)
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//{
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// // Add to script queue
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//}
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}
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}
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