mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 00:46:02 +08:00
mantis 3315: change the control of script flag running (needs testing)
This commit is contained in:
@@ -392,6 +392,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return new ArrayList();
|
||||
}
|
||||
|
||||
item.ScriptRunning = isScriptRunning;
|
||||
AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
|
||||
AssetService.Store(asset);
|
||||
|
||||
@@ -399,10 +400,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// "[PRIM INVENTORY]: Stored asset {0} when updating item {1} in prim {2} for {3}",
|
||||
// asset.ID, item.Name, part.Name, remoteClient.Name);
|
||||
|
||||
if (isScriptRunning)
|
||||
{
|
||||
part.Inventory.RemoveScriptInstance(item.ItemID, false);
|
||||
}
|
||||
part.Inventory.RemoveScriptInstance(item.ItemID, false);
|
||||
|
||||
// Update item with new asset
|
||||
item.AssetID = asset.FullID;
|
||||
@@ -412,14 +410,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
part.SendPropertiesToClient(remoteClient);
|
||||
|
||||
// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
|
||||
ArrayList errors = new ArrayList();
|
||||
|
||||
if (isScriptRunning)
|
||||
{
|
||||
// Needs to determine which engine was running it and use that
|
||||
//
|
||||
errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
|
||||
}
|
||||
// Needs to determine which engine was running it and use that
|
||||
ArrayList errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
|
||||
|
||||
// Tell anyone managing scripts that a script has been reloaded/changed
|
||||
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
|
||||
@@ -2265,13 +2257,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
destTaskItem.Name = srcTaskItem.Name;
|
||||
destTaskItem.InvType = srcTaskItem.InvType;
|
||||
destTaskItem.Type = srcTaskItem.Type;
|
||||
destTaskItem.ScriptRunning = running != 0;
|
||||
|
||||
destPart.Inventory.AddInventoryItemExclusive(destTaskItem, false);
|
||||
|
||||
if (running > 0)
|
||||
{
|
||||
destPart.Inventory.CreateScriptInstance(destTaskItem, start_param, false, DefaultScriptEngine, 1);
|
||||
}
|
||||
destPart.Inventory.CreateScriptInstance(destTaskItem, start_param, false, DefaultScriptEngine, 1);
|
||||
|
||||
destPart.ParentGroup.ResumeScripts();
|
||||
|
||||
|
||||
@@ -637,10 +637,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// Handle a client request to update the inventory folder
|
||||
/// </summary>
|
||||
///
|
||||
/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
|
||||
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
|
||||
/// and needs to be changed.
|
||||
///
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="folderID"></param>
|
||||
/// <param name="type"></param>
|
||||
|
||||
@@ -78,8 +78,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
scriptsStarted
|
||||
+= parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
|
||||
scriptsStarted += parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
|
||||
}
|
||||
|
||||
return scriptsStarted;
|
||||
|
||||
@@ -530,10 +530,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
|
||||
m_part.LocalId, itemID, script, startParam, postOnRez, engine, stateSource);
|
||||
StoreScriptErrors(itemID, null);
|
||||
if (!item.ScriptRunning)
|
||||
m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, itemID);
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
m_part.ScheduleFullUpdate();
|
||||
//if (item.ScriptRunning)
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -316,7 +316,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (m_assetUuidsToInspect.Contains(uuid))
|
||||
return false;
|
||||
|
||||
// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
|
||||
//m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
|
||||
|
||||
GatheredUuids[uuid] = type;
|
||||
return true;
|
||||
|
||||
@@ -408,10 +408,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
||||
if (ShuttingDown)
|
||||
return;
|
||||
|
||||
if (m_startOnInit)
|
||||
Start();
|
||||
|
||||
if (m_startedFromSavedState)
|
||||
{
|
||||
if (m_startOnInit)
|
||||
Start();
|
||||
if (m_postOnRez)
|
||||
{
|
||||
PostEvent(new EventParams("on_rez",
|
||||
@@ -440,10 +441,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_startOnInit)
|
||||
Start();
|
||||
PostEvent(new EventParams("state_entry",
|
||||
new Object[0], new DetectParams[0]));
|
||||
if(Running & ScriptTask.ScriptRunning)
|
||||
PostEvent(EventParams.StateEntryParams);
|
||||
else
|
||||
QueueEvent(EventParams.StateEntryParams);
|
||||
|
||||
if (m_postOnRez)
|
||||
{
|
||||
PostEvent(new EventParams("on_rez",
|
||||
@@ -676,8 +678,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
||||
new DetectParams[0]));
|
||||
PostEvent(new EventParams("state", new Object[] { state },
|
||||
new DetectParams[0]));
|
||||
PostEvent(new EventParams("state_entry", new Object[0],
|
||||
new DetectParams[0]));
|
||||
PostEvent(EventParams.StateEntryParams);
|
||||
|
||||
// Requeue the timer event after the state changing events
|
||||
if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv);
|
||||
@@ -690,6 +691,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
||||
throw new EventAbortException();
|
||||
}
|
||||
|
||||
public void QueueEvent(EventParams data)
|
||||
{
|
||||
lock (EventQueue)
|
||||
{
|
||||
// The only events that persist across state changes are timers
|
||||
if (m_StateChangeInProgress && data.EventName != "timer")
|
||||
return;
|
||||
if (EventQueue.Count >= m_MaxScriptQueue)
|
||||
return;
|
||||
if (data.EventName == "timer")
|
||||
{
|
||||
if (m_TimerQueued)
|
||||
return;
|
||||
m_TimerQueued = true;
|
||||
}
|
||||
if (data.EventName == "control")
|
||||
{
|
||||
int held = ((LSL_Types.LSLInteger)data.Params[1]).value;
|
||||
// int changed = ((LSL_Types.LSLInteger)data.Params[2]).value;
|
||||
|
||||
// If the last message was a 0 (nothing held)
|
||||
// and this one is also nothing held, drop it
|
||||
//
|
||||
if (m_LastControlLevel == held && held == 0)
|
||||
return;
|
||||
|
||||
// If there is one or more queued, then queue
|
||||
// only changed ones, else queue unconditionally
|
||||
//
|
||||
if (m_ControlEventsInQueue > 0)
|
||||
{
|
||||
if (m_LastControlLevel == held)
|
||||
return;
|
||||
}
|
||||
|
||||
m_LastControlLevel = held;
|
||||
m_ControlEventsInQueue++;
|
||||
}
|
||||
|
||||
if (data.EventName == "collision")
|
||||
{
|
||||
if (m_CollisionInQueue)
|
||||
return;
|
||||
if (data.DetectParams == null)
|
||||
return;
|
||||
|
||||
m_CollisionInQueue = true;
|
||||
}
|
||||
EventQueue.Enqueue(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Post an event to this script instance.
|
||||
/// </summary>
|
||||
@@ -1088,13 +1141,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
||||
part.CollisionSound = UUID.Zero;
|
||||
part.RemoveScriptTargets(ItemID);
|
||||
part.SetScriptEvents(ItemID, m_Script.GetStateEventFlags(State));
|
||||
if (running)
|
||||
if (running & ScriptTask.ScriptRunning)
|
||||
{
|
||||
Start();
|
||||
|
||||
PostEvent(EventParams.StateEntryParams);
|
||||
}
|
||||
else
|
||||
QueueEvent(EventParams.StateEntryParams);
|
||||
m_SaveState = StatePersistedHere;
|
||||
|
||||
PostEvent(new EventParams("state_entry",
|
||||
new Object[0], new DetectParams[0]));
|
||||
}
|
||||
|
||||
[DebuggerNonUserCode] //Stops the VS debugger from farting in this function
|
||||
|
||||
@@ -1287,7 +1287,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
// Create the object record
|
||||
if ((!m_Scripts.ContainsKey(itemID)) || (m_Scripts[itemID].AssetID != assetID))
|
||||
{
|
||||
|
||||
bool attachDomains = m_AttachmentsDomainLoading && part.ParentGroup.IsAttachmentCheckFull();
|
||||
UUID appDomain = part.ParentGroup.RootPart.UUID;
|
||||
|
||||
@@ -1533,14 +1532,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
lock (m_CompileDict)
|
||||
m_CompileDict.Remove(itemID);
|
||||
|
||||
bool runIt;
|
||||
if (m_runFlags.TryGetValue(itemID, out runIt))
|
||||
bool runIt = instance.ScriptTask.ScriptRunning;
|
||||
if (m_runFlags.TryGetValue(itemID, out bool flagrunIt))
|
||||
{
|
||||
if (!runIt)
|
||||
StopScript(itemID);
|
||||
runIt &= flagrunIt;
|
||||
m_runFlags.Remove(itemID);
|
||||
}
|
||||
|
||||
if (!runIt)
|
||||
StopScript(itemID);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1880,8 +1881,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
{
|
||||
if (instance.ScriptTask != null)
|
||||
instance.ScriptTask.ScriptRunning = running;
|
||||
|
||||
if (running)
|
||||
instance.Start();
|
||||
{
|
||||
instance.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
if(self)
|
||||
@@ -2256,82 +2262,81 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
if (World.m_trustBinaries)
|
||||
{
|
||||
XmlNodeList assemL = rootE.GetElementsByTagName("Assembly");
|
||||
|
||||
if (assemL.Count != 1)
|
||||
return false;
|
||||
|
||||
XmlElement assemE = (XmlElement)assemL[0];
|
||||
|
||||
string fn = assemE.GetAttribute("Filename");
|
||||
string base64 = assemE.InnerText;
|
||||
|
||||
string path = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
|
||||
path = Path.Combine(path, fn);
|
||||
|
||||
if (!File.Exists(path))
|
||||
if (assemL.Count > 0)
|
||||
{
|
||||
Byte[] filedata = Convert.FromBase64String(base64);
|
||||
XmlElement assemE = (XmlElement)assemL[0];
|
||||
|
||||
try
|
||||
string fn = assemE.GetAttribute("Filename");
|
||||
string base64 = assemE.InnerText;
|
||||
|
||||
string path = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
|
||||
path = Path.Combine(path, fn);
|
||||
|
||||
if (!File.Exists(path))
|
||||
{
|
||||
using (FileStream fs = File.Create(path))
|
||||
Byte[] filedata = Convert.FromBase64String(base64);
|
||||
|
||||
try
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Writing assembly file {0}", path);
|
||||
|
||||
fs.Write(filedata, 0, filedata.Length);
|
||||
}
|
||||
}
|
||||
catch (IOException ex)
|
||||
{
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.ErrorFormat("[XEngine]: Error whilst writing assembly file {0}, {1}", path, ex.Message);
|
||||
}
|
||||
|
||||
string textpath = path + ".text";
|
||||
try
|
||||
{
|
||||
using (FileStream fs = File.Create(textpath))
|
||||
{
|
||||
using (StreamWriter sw = new StreamWriter(fs))
|
||||
using (FileStream fs = File.Create(path))
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Writing .text file {0}", textpath);
|
||||
// m_log.DebugFormat("[XEngine]: Writing assembly file {0}", path);
|
||||
|
||||
sw.Write(base64);
|
||||
fs.Write(filedata, 0, filedata.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IOException ex)
|
||||
{
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.ErrorFormat("[XEngine]: Error whilst writing .text file {0}, {1}", textpath, ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
XmlNodeList mapL = rootE.GetElementsByTagName("LineMap");
|
||||
if (mapL.Count > 0)
|
||||
{
|
||||
XmlElement mapE = (XmlElement)mapL[0];
|
||||
|
||||
string mappath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
|
||||
mappath = Path.Combine(mappath, mapE.GetAttribute("Filename"));
|
||||
|
||||
try
|
||||
{
|
||||
using (FileStream mfs = File.Create(mappath))
|
||||
catch (IOException ex)
|
||||
{
|
||||
using (StreamWriter msw = new StreamWriter(mfs))
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Writing linemap file {0}", mappath);
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.ErrorFormat("[XEngine]: Error whilst writing assembly file {0}, {1}", path, ex.Message);
|
||||
}
|
||||
|
||||
msw.Write(mapE.InnerText);
|
||||
string textpath = path + ".text";
|
||||
try
|
||||
{
|
||||
using (FileStream fs = File.Create(textpath))
|
||||
{
|
||||
using (StreamWriter sw = new StreamWriter(fs))
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Writing .text file {0}", textpath);
|
||||
|
||||
sw.Write(base64);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IOException ex)
|
||||
{
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.ErrorFormat("[XEngine]: Error whilst writing .text file {0}, {1}", textpath, ex.Message);
|
||||
}
|
||||
}
|
||||
catch (IOException ex)
|
||||
|
||||
XmlNodeList mapL = rootE.GetElementsByTagName("LineMap");
|
||||
if (mapL.Count > 0)
|
||||
{
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.Error(
|
||||
string.Format("[XEngine]: Linemap file {0} could not be written. Exception ", mappath), ex);
|
||||
XmlElement mapE = (XmlElement)mapL[0];
|
||||
|
||||
string mappath = Path.Combine(m_ScriptEnginesPath, World.RegionInfo.RegionID.ToString());
|
||||
mappath = Path.Combine(mappath, mapE.GetAttribute("Filename"));
|
||||
|
||||
try
|
||||
{
|
||||
using (FileStream mfs = File.Create(mappath))
|
||||
{
|
||||
using (StreamWriter msw = new StreamWriter(mfs))
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Writing linemap file {0}", mappath);
|
||||
|
||||
msw.Write(mapE.InnerText);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IOException ex)
|
||||
{
|
||||
// if there already exists a file at that location, it may be locked.
|
||||
m_log.Error(
|
||||
string.Format("[XEngine]: Linemap file {0} could not be written. Exception ", mappath), ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -322,7 +322,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
(((m_HeapSize % 0x100000) * 1000)
|
||||
>> 20).ToString("D3"));
|
||||
|
||||
m_SleepThread = StartMyThread(RunSleepThread, "Yengine sleep" + " (" + sceneName + ")", ThreadPriority.Normal);
|
||||
m_SleepThread = StartMyThread(RunSleepThread, "Yengine sleep" + " (" + sceneName + ")", ThreadPriority.Normal, -1);
|
||||
for (int i = 0; i < numThreadScriptWorkers; i++)
|
||||
StartThreadWorker(i, m_workersPrio, sceneName);
|
||||
|
||||
@@ -1304,6 +1304,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
instance.m_Item = item;
|
||||
instance.m_DescName = part.Name + ":" + item.Name;
|
||||
instance.m_IState = XMRInstState.CONSTRUCT;
|
||||
instance.m_Running = item.ScriptRunning;
|
||||
|
||||
lock(m_InstancesDict)
|
||||
{
|
||||
@@ -1413,19 +1414,28 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
// Put it on the start queue so it will run any queued event handlers,
|
||||
// such as state_entry() or on_rez(). If there aren't any queued, it
|
||||
// will just go to idle state when RunOne() tries to dequeue an event.
|
||||
lock(instance.m_QueueLock)
|
||||
{
|
||||
if(instance.m_IState != XMRInstState.CONSTRUCT)
|
||||
throw new Exception("bad state");
|
||||
instance.m_IState = XMRInstState.ONSTARTQ;
|
||||
if(!instance.m_Running)
|
||||
instance.EmptyEventQueues();
|
||||
}
|
||||
// Declare which events the script's current state can handle.
|
||||
|
||||
ulong eventMask = instance.GetStateEventFlags(instance.stateCode);
|
||||
instance.m_Part.SetScriptEvents(instance.m_ItemID, eventMask);
|
||||
|
||||
QueueToStart(instance);
|
||||
lock (instance.m_QueueLock)
|
||||
{
|
||||
if(instance.m_IState != XMRInstState.CONSTRUCT)
|
||||
throw new Exception("bad state");
|
||||
|
||||
if (instance.m_Running)
|
||||
{
|
||||
instance.m_Item.ScriptRunning = true;
|
||||
instance.m_IState = XMRInstState.ONSTARTQ;
|
||||
QueueToStart(instance);
|
||||
}
|
||||
else
|
||||
{
|
||||
instance.m_Item.ScriptRunning = false;
|
||||
instance.m_IState = XMRInstState.SUSPENDED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnRemoveScript(uint localID, UUID itemID)
|
||||
@@ -1512,15 +1522,15 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
{
|
||||
TraceCalls("[YEngine]: YEngine.OnGetScriptRunning({0},{1})", objectID.ToString(), itemID.ToString());
|
||||
|
||||
bool curRunnning = instance.Running & instance.m_Item.ScriptRunning;
|
||||
IEventQueue eq = World.RequestModuleInterface<IEventQueue>();
|
||||
if(eq == null)
|
||||
{
|
||||
controllingClient.SendScriptRunningReply(objectID, itemID,
|
||||
instance.Running);
|
||||
controllingClient.SendScriptRunningReply(objectID, itemID, curRunnning);
|
||||
}
|
||||
else
|
||||
{
|
||||
eq.ScriptRunningEvent(objectID, itemID, instance.Running, controllingClient.AgentId);
|
||||
eq.ScriptRunningEvent(objectID, itemID, curRunnning, controllingClient.AgentId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2033,10 +2043,10 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
/**
|
||||
* @brief Manage our threads.
|
||||
*/
|
||||
public static Thread StartMyThread(ThreadStart start, string name, ThreadPriority priority)
|
||||
public static Thread StartMyThread(ThreadStart start, string name, ThreadPriority priority, int stackSize)
|
||||
{
|
||||
m_log.Debug("[YEngine]: starting thread " + name);
|
||||
Thread thread = WorkManager.StartThread(start, name, priority, false, false);
|
||||
Thread thread = WorkManager.StartThread(start, name, priority, stackSize);
|
||||
return thread;
|
||||
}
|
||||
|
||||
|
||||
@@ -363,7 +363,6 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
|
||||
if(!File.Exists(m_StateFileName))
|
||||
{
|
||||
m_Running = true; // event processing is enabled
|
||||
eventCode = ScriptEventCode.None; // not processing any event
|
||||
|
||||
// default state_entry() must initialize global variables
|
||||
@@ -393,7 +392,6 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
{
|
||||
File.Delete(m_StateFileName);
|
||||
|
||||
m_Running = true; // event processing is enabled
|
||||
eventCode = ScriptEventCode.None; // not processing any event
|
||||
|
||||
// default state_entry() must initialize global variables
|
||||
@@ -406,7 +404,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
}
|
||||
|
||||
// Post event(s) saying what caused the script to start.
|
||||
//if(m_Running)
|
||||
if(m_Running)
|
||||
{
|
||||
if(m_PostOnRez)
|
||||
{
|
||||
@@ -511,7 +509,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
|
||||
// Get various attributes
|
||||
XmlElement runningN = (XmlElement)scriptStateN.SelectSingleNode("Running");
|
||||
m_Running = bool.Parse(runningN.InnerText);
|
||||
m_Running &= bool.Parse(runningN.InnerText);
|
||||
|
||||
XmlElement doGblInitN = (XmlElement)scriptStateN.SelectSingleNode("DoGblInit");
|
||||
doGblInit = bool.Parse(doGblInitN.InnerText);
|
||||
|
||||
@@ -401,11 +401,14 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
}
|
||||
else
|
||||
{
|
||||
if(m_IState == XMRInstState.ONSLEEPQ)
|
||||
if (m_IState == XMRInstState.ONSLEEPQ)
|
||||
{
|
||||
m_Engine.RemoveFromSleep(this);
|
||||
m_IState = XMRInstState.SUSPENDED;
|
||||
}
|
||||
else if (m_IState == XMRInstState.IDLE)
|
||||
m_IState = XMRInstState.SUSPENDED;
|
||||
|
||||
EmptyEventQueues();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,35 +66,31 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
if(!m_eventCodeMap.TryGetValue(evt.EventName, out ScriptEventCode evc))
|
||||
return;
|
||||
|
||||
// Put event on end of event queue.
|
||||
if (((uint)evc >= (uint)m_HaveEventHandlers.Length) || !m_HaveEventHandlers[(int)evc]) // don't bother if we don't have such a handler in any state
|
||||
return;
|
||||
|
||||
// Put event on end of event queue.
|
||||
bool startIt = false;
|
||||
bool wakeIt = false;
|
||||
lock(m_QueueLock)
|
||||
{
|
||||
bool construct = (m_IState == XMRInstState.CONSTRUCT);
|
||||
|
||||
// Ignore event if we don't even have such an handler in any state.
|
||||
// We can't be state-specific here because state might be different
|
||||
// by the time this event is dequeued and delivered to the script.
|
||||
if(!construct && // make sure m_HaveEventHandlers is filled in
|
||||
((uint)evc < (uint)m_HaveEventHandlers.Length) &&
|
||||
!m_HaveEventHandlers[(int)evc]) // don't bother if we don't have such a handler in any state
|
||||
return;
|
||||
|
||||
// Not running means we ignore any incoming events.
|
||||
// But queue if still constructing because m_Running is not yet valid.
|
||||
|
||||
if(!m_Running && !construct)
|
||||
if(m_IState != XMRInstState.CONSTRUCT)
|
||||
{
|
||||
if(m_IState == XMRInstState.SUSPENDED)
|
||||
if(!m_Running)
|
||||
{
|
||||
if(evc == ScriptEventCode.state_entry && m_EventQueue.Count == 0)
|
||||
if(m_IState == XMRInstState.SUSPENDED)
|
||||
{
|
||||
LinkedListNode<EventParams> llns = new LinkedListNode<EventParams>(evt);
|
||||
m_EventQueue.AddFirst(llns);
|
||||
if(evc == ScriptEventCode.state_entry && m_EventQueue.Count == 0)
|
||||
{
|
||||
LinkedListNode<EventParams> llns = new LinkedListNode<EventParams>(evt);
|
||||
m_EventQueue.AddFirst(llns);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if(m_minEventDelay != 0)
|
||||
@@ -138,23 +134,22 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
}
|
||||
}
|
||||
|
||||
// Only so many of each event type allowed to queue.
|
||||
if((uint)evc < (uint)m_EventCounts.Length)
|
||||
if(evc == ScriptEventCode.timer)
|
||||
{
|
||||
if(evc == ScriptEventCode.timer)
|
||||
{
|
||||
if(m_EventCounts[(int)evc] >= 1)
|
||||
return;
|
||||
}
|
||||
else if(m_EventCounts[(int)evc] >= MAXEVENTQUEUE)
|
||||
if (m_EventCounts[(int)evc] >= 1)
|
||||
return;
|
||||
|
||||
m_EventCounts[(int)evc]++;
|
||||
m_EventQueue.AddLast(new LinkedListNode<EventParams>(evt));
|
||||
return;
|
||||
}
|
||||
|
||||
// Put event on end of instance's event queue.
|
||||
LinkedListNode<EventParams> lln = new LinkedListNode<EventParams>(evt);
|
||||
switch(evc)
|
||||
if (m_EventCounts[(int)evc] >= MAXEVENTQUEUE)
|
||||
return;
|
||||
|
||||
m_EventCounts[(int)evc]++;
|
||||
|
||||
LinkedListNode<EventParams> lln = new LinkedListNode<EventParams>(evt);
|
||||
switch (evc)
|
||||
{
|
||||
// These need to go first. The only time we manually
|
||||
// queue them is for the default state_entry() and we
|
||||
@@ -170,7 +165,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
// of all others so the m_DetachQuantum won't run out
|
||||
// before attach(NULL_KEY) is executed.
|
||||
case ScriptEventCode.attach:
|
||||
if(evt.Params[0].ToString() == UUID.Zero.ToString())
|
||||
if (evt.Params[0].ToString() == UUID.Zero.ToString())
|
||||
{
|
||||
LinkedListNode<EventParams> lln2 = null;
|
||||
for(lln2 = m_EventQueue.First; lln2 != null; lln2 = lln2.Next)
|
||||
@@ -185,18 +180,17 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
else
|
||||
m_EventQueue.AddBefore(lln2, lln);
|
||||
|
||||
// If we're detaching, limit the qantum. This will also
|
||||
// cause the script to self-suspend after running this
|
||||
// event
|
||||
// If we're detaching, limit the qantum. This will also
|
||||
// cause the script to self-suspend after running this
|
||||
// event
|
||||
m_DetachReady.Reset();
|
||||
m_DetachQuantum = 100;
|
||||
}
|
||||
else
|
||||
m_EventQueue.AddLast(lln);
|
||||
|
||||
break;
|
||||
|
||||
// All others just go on end in the order queued.
|
||||
// All others just go on end in the order queued.
|
||||
default:
|
||||
m_EventQueue.AddLast(lln);
|
||||
break;
|
||||
@@ -296,11 +290,11 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
//m_RunOnePhase = "return was locked";
|
||||
return XMRInstState.ONSLEEPQ;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
//m_RunOnePhase = "check entry invariants";
|
||||
CheckRunLockInvariants(true);
|
||||
Exception e = null;
|
||||
|
||||
// Maybe it has been Disposed()
|
||||
if(m_Part == null || m_Part.Inventory == null)
|
||||
@@ -315,8 +309,10 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
return XMRInstState.SUSPENDED;
|
||||
}
|
||||
|
||||
// Do some more of the last event if it didn't finish.
|
||||
if(this.eventCode != ScriptEventCode.None)
|
||||
Exception e = null;
|
||||
|
||||
// Do some more of the last event if it didn't finish.
|
||||
if (this.eventCode != ScriptEventCode.None)
|
||||
{
|
||||
lock(m_QueueLock)
|
||||
{
|
||||
@@ -347,7 +343,6 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
|
||||
lock(m_QueueLock)
|
||||
{
|
||||
|
||||
// We can't get here unless the script has been resumed
|
||||
// after creation, then suspended again, and then had
|
||||
// an event posted to it. We just pretend there is no
|
||||
@@ -455,18 +450,17 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
// If not executing any event handler, there shouldn't be any saved stack frames.
|
||||
// If executing an event handler, there should be some saved stack frames.
|
||||
bool active = (stackFrames != null);
|
||||
ScriptEventCode ec = this.eventCode;
|
||||
if(((ec == ScriptEventCode.None) && active) ||
|
||||
((ec != ScriptEventCode.None) && !active))
|
||||
if((active && (eventCode == ScriptEventCode.None)) ||
|
||||
(!active && (eventCode != ScriptEventCode.None)))
|
||||
{
|
||||
m_log.Error("CheckRunLockInvariants: script=" + m_DescName);
|
||||
m_log.Error("CheckRunLockInvariants: eventcode=" + ec.ToString() + ", active=" + active.ToString());
|
||||
m_log.Error("CheckRunLockInvariants: eventcode=" + eventCode.ToString() + ", active=" + active.ToString());
|
||||
//m_log.Error("CheckRunLockInvariants: m_RunOnePhase=" + m_RunOnePhase);
|
||||
//m_log.Error("CheckRunLockInvariants: lastec=" + lastEventCode + ", lastAct=" + lastActive + ", lastPhase=" + lastRunPhase);
|
||||
if(throwIt)
|
||||
throw new Exception("CheckRunLockInvariants: eventcode=" + ec.ToString() + ", active=" + active.ToString());
|
||||
throw new Exception("CheckRunLockInvariants: eventcode=" + eventCode.ToString() + ", active=" + active.ToString());
|
||||
}
|
||||
//lastEventCode = ec;
|
||||
//lastEventCode = eventCode;
|
||||
//lastActive = active;
|
||||
//lastRunPhase = m_RunOnePhase;
|
||||
}
|
||||
@@ -487,30 +481,30 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
*/
|
||||
private Exception StartEventHandler(ScriptEventCode newEventCode, object[] newEhArgs)
|
||||
{
|
||||
// We use this.eventCode == ScriptEventCode.None to indicate we are idle.
|
||||
// So trying to execute ScriptEventCode.None might make a mess.
|
||||
// We use this.eventCode == ScriptEventCode.None to indicate we are idle.
|
||||
// So trying to execute ScriptEventCode.None might make a mess.
|
||||
if(newEventCode == ScriptEventCode.None)
|
||||
return new Exception("Can't process ScriptEventCode.None");
|
||||
|
||||
// Silly to even try if there is no handler defined for this event.
|
||||
if(((int)newEventCode >= 0) && (m_ObjCode.scriptEventHandlerTable[this.stateCode, (int)newEventCode] == null))
|
||||
return null;
|
||||
|
||||
// The microthread shouldn't be processing any event code.
|
||||
// These are assert checks so we throw them directly as exceptions.
|
||||
if(this.eventCode != ScriptEventCode.None)
|
||||
// The microthread shouldn't be processing any event code.
|
||||
// These are assert checks so we throw them directly as exceptions.
|
||||
if (eventCode != ScriptEventCode.None)
|
||||
throw new Exception("still processing event " + this.eventCode.ToString());
|
||||
|
||||
// Save eventCode so we know what event handler to run in the microthread.
|
||||
// And it also marks us busy so we can't be started again and this event lost.
|
||||
this.eventCode = newEventCode;
|
||||
this.ehArgs = newEhArgs;
|
||||
// Silly to even try if there is no handler defined for this event.
|
||||
if (((int)newEventCode >= 0) && (m_ObjCode.scriptEventHandlerTable[this.stateCode, (int)newEventCode] == null))
|
||||
return null;
|
||||
|
||||
// This calls ScriptUThread.Main() directly, and returns when Main() [indirectly]
|
||||
// calls Suspend() or when Main() returns, whichever occurs first.
|
||||
// Setting stackFrames = null means run the event handler from the beginning
|
||||
// without doing any stack frame restores first.
|
||||
this.stackFrames = null;
|
||||
// Save eventCode so we know what event handler to run in the microthread.
|
||||
// And it also marks us busy so we can't be started again and this event lost.
|
||||
eventCode = newEventCode;
|
||||
ehArgs = newEhArgs;
|
||||
|
||||
// This calls ScriptUThread.Main() directly, and returns when Main() [indirectly]
|
||||
// calls Suspend() or when Main() returns, whichever occurs first.
|
||||
// Setting stackFrames = null means run the event handler from the beginning
|
||||
// without doing any stack frame restores first.
|
||||
stackFrames = null;
|
||||
return StartEx();
|
||||
}
|
||||
|
||||
@@ -526,8 +520,9 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
ScriptEventCode curevent = eventCode;
|
||||
eventCode = ScriptEventCode.None;
|
||||
stackFrames = null;
|
||||
m_DetectParams = null;
|
||||
|
||||
if(m_Part == null || m_Part.Inventory == null)
|
||||
if (m_Part == null || m_Part.Inventory == null)
|
||||
{
|
||||
//we are gone and don't know it still
|
||||
m_SleepUntil = DateTime.MaxValue;
|
||||
@@ -955,7 +950,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
*/
|
||||
public override void CheckRunWork()
|
||||
{
|
||||
if(!suspendOnCheckRunHold && !suspendOnCheckRunTemp)
|
||||
if (!suspendOnCheckRunHold && !suspendOnCheckRunTemp)
|
||||
{
|
||||
if(Util.GetTimeStampMS() - m_SliceStart < 60.0)
|
||||
return;
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Monitoring;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -60,9 +61,9 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
{
|
||||
Thread thd;
|
||||
if(i >= 0)
|
||||
thd = Yengine.StartMyThread(RunScriptThread, "YScript" + i.ToString() + " (" + sceneName +")", priority);
|
||||
thd = Yengine.StartMyThread(RunScriptThread, "YScript" + i.ToString() + " (" + sceneName +")", priority, -1);
|
||||
else
|
||||
thd = Yengine.StartMyThread(RunScriptThread, "YScript", priority);
|
||||
thd = Yengine.StartMyThread(RunScriptThread, "YScript", priority, -1);
|
||||
lock(m_WakeUpLock)
|
||||
m_RunningInstances.Add(thd.ManagedThreadId, null);
|
||||
}
|
||||
@@ -122,6 +123,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
int tid = System.Threading.Thread.CurrentThread.ManagedThreadId;
|
||||
ThreadStart thunk;
|
||||
XMRInstance inst;
|
||||
|
||||
bool didevent;
|
||||
m_ScriptThreadTID = tid;
|
||||
|
||||
@@ -140,7 +142,6 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
else if(m_SuspendScriptThreadFlag && !m_Exiting)
|
||||
{
|
||||
Monitor.Wait(m_WakeUpLock, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS / 2);
|
||||
Yengine.UpdateMyThread();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -193,6 +194,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
|
||||
continue;
|
||||
if (inst.m_IState != XMRInstState.ONYIELDQ)
|
||||
throw new Exception("bad state");
|
||||
|
||||
RunInstance(inst, tid);
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using OpenSim.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
Reference in New Issue
Block a user