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add experimental script engine XMRengine donated by mrieker (DreamNation) And our Melanie. ***DANGER*** ***TESTONLY*** ***disable HG*** dont leave running when not looking... tp/crossing to Xengine will reset scripts. i do see a few issues but should be testable, so we can decide if we should invest more on it.
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262
OpenSim/Region/ScriptEngine/XMREngine/XMRScriptThread.cs
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262
OpenSim/Region/ScriptEngine/XMREngine/XMRScriptThread.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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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using Mono.Tasklets;
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using OpenSim.Framework.Monitoring;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace OpenSim.Region.ScriptEngine.XMREngine
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{
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/**
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* @brief There are NUMSCRIPTHREADWKRS of these.
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* Each sits in a loop checking the Start and Yield queues for
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* a script to run and calls the script as a microthread.
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*/
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public class XMRScriptThread {
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private static int m_WakeUpOne = 0;
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public static object m_WakeUpLock = new object();
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private static Dictionary<Thread,XMRScriptThread> m_AllThreads = new Dictionary<Thread,XMRScriptThread> ();
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/**
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* @brief Something was just added to the Start or Yield queue so
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* wake one of the XMRScriptThread instances to run it.
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*/
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public static void WakeUpOne()
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{
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lock (m_WakeUpLock)
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{
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m_WakeUpOne ++;
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Monitor.Pulse (m_WakeUpLock);
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}
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}
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public static XMRScriptThread CurrentScriptThread ()
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{
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XMRScriptThread st;
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lock (m_AllThreads) {
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m_AllThreads.TryGetValue (Thread.CurrentThread, out st);
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}
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return st;
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}
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private bool m_Exiting = false;
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private bool m_SuspendScriptThreadFlag = false;
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private bool m_WakeUpThis = false;
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private bool m_Continuations = false;
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public DateTime m_LastRanAt = DateTime.MinValue;
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public int m_ScriptThreadTID = 0;
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public long m_ScriptExecTime = 0;
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private Thread thd;
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private XMREngine engine;
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public XMRInstance m_RunInstance = null;
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public XMRScriptThread(XMREngine eng)
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{
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engine = eng;
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m_Continuations = engine.uThreadCtor.DeclaringType == typeof (ScriptUThread_Con);
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thd = XMREngine.StartMyThread (RunScriptThread, "xmrengine script", ThreadPriority.BelowNormal);
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lock (m_AllThreads) {
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m_AllThreads.Add (thd, this);
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}
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}
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public void SuspendThread()
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{
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m_SuspendScriptThreadFlag = true;
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WakeUpScriptThread();
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}
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public void ResumeThread()
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{
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m_SuspendScriptThreadFlag = false;
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WakeUpScriptThread();
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}
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public void Terminate()
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{
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m_Exiting = true;
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WakeUpScriptThread();
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thd.Join();
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lock (m_AllThreads) {
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m_AllThreads.Remove (thd);
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}
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thd = null;
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}
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public void TimeSlice()
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{
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XMRInstance instance = m_RunInstance;
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if (instance != null) {
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instance.suspendOnCheckRunTemp = true;
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}
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}
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/**
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* @brief Wake up this XMRScriptThread instance.
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*/
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private void WakeUpScriptThread()
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{
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lock (m_WakeUpLock) {
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m_WakeUpThis = true;
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Monitor.PulseAll (m_WakeUpLock);
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}
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}
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/**
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* @brief Thread that runs the scripts.
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*/
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private void RunScriptThread()
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{
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XMRInstance inst;
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Mono.Tasklets.Continuation engstack = null;
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if (m_Continuations) {
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engstack = new Mono.Tasklets.Continuation ();
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engstack.Mark ();
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}
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m_ScriptThreadTID = System.Threading.Thread.CurrentThread.ManagedThreadId;
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while (!m_Exiting) {
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XMREngine.UpdateMyThread ();
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/*
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* Handle 'xmr resume/suspend' commands.
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*/
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if (m_SuspendScriptThreadFlag) {
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lock (m_WakeUpLock) {
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while (m_SuspendScriptThreadFlag &&
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!m_Exiting &&
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(engine.m_ThunkQueue.Count == 0)) {
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Monitor.Wait (m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2);
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XMREngine.UpdateMyThread ();
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}
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}
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}
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/*
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* Maybe there are some scripts waiting to be migrated in or out.
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*/
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ThreadStart thunk = null;
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lock (m_WakeUpLock) {
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if (engine.m_ThunkQueue.Count > 0) {
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thunk = engine.m_ThunkQueue.Dequeue ();
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}
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}
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if (thunk != null) {
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inst = (XMRInstance)thunk.Target;
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if (m_Continuations && (inst.scrstack == null)) {
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inst.engstack = engstack;
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inst.scrstack = new Mono.Tasklets.Continuation ();
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inst.scrstack.Mark ();
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}
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thunk ();
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continue;
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}
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if (engine.m_StartProcessing) {
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/*
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* If event just queued to any idle scripts
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* start them right away. But only start so
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* many so we can make some progress on yield
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* queue.
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*/
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int numStarts;
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for (numStarts = 5; -- numStarts >= 0;) {
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lock (engine.m_StartQueue) {
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inst = engine.m_StartQueue.RemoveHead();
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}
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if (inst == null) break;
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if (inst.m_IState != XMRInstState.ONSTARTQ) throw new Exception("bad state");
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if (m_Continuations && (inst.scrstack == null)) {
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inst.engstack = engstack;
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inst.scrstack = new Mono.Tasklets.Continuation ();
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inst.scrstack.Mark ();
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}
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RunInstance (inst);
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}
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/*
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* If there is something to run, run it
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* then rescan from the beginning in case
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* a lot of things have changed meanwhile.
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*
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* These are considered lower priority than
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* m_StartQueue as they have been taking at
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* least one quantum of CPU time and event
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* handlers are supposed to be quick.
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*/
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lock (engine.m_YieldQueue) {
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inst = engine.m_YieldQueue.RemoveHead();
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}
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if (inst != null) {
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if (inst.m_IState != XMRInstState.ONYIELDQ) throw new Exception("bad state");
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RunInstance (inst);
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numStarts = -1;
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}
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/*
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* If we left something dangling in the m_StartQueue or m_YieldQueue, go back to check it.
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*/
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if (numStarts < 0) continue;
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}
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/*
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* Nothing to do, sleep.
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*/
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lock (m_WakeUpLock) {
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if (!m_WakeUpThis && (m_WakeUpOne <= 0) && !m_Exiting) {
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Monitor.Wait (m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2);
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}
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m_WakeUpThis = false;
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if ((m_WakeUpOne > 0) && (-- m_WakeUpOne > 0)) {
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Monitor.Pulse (m_WakeUpLock);
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}
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}
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}
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XMREngine.MyThreadExiting ();
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}
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/**
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* @brief A script instance was just removed from the Start or Yield Queue.
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* So run it for a little bit then stick in whatever queue it should go in.
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*/
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private void RunInstance (XMRInstance inst)
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{
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m_LastRanAt = DateTime.UtcNow;
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m_ScriptExecTime -= (long)(m_LastRanAt - DateTime.MinValue).TotalMilliseconds;
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inst.m_IState = XMRInstState.RUNNING;
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m_RunInstance = inst;
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XMRInstState newIState = inst.RunOne();
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m_RunInstance = null;
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engine.HandleNewIState(inst, newIState);
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m_ScriptExecTime += (long)(DateTime.UtcNow - DateTime.MinValue).TotalMilliseconds;
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}
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}
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}
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