SCRIPTING STILL BROKEN

Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
This commit is contained in:
Tedd Hansen
2008-02-01 23:36:36 +00:00
parent a6726b0c9d
commit d02a90823f
17 changed files with 621 additions and 404 deletions

View File

@@ -12,12 +12,13 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
/// <summary>
/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
/// </summary>
public class EventQueueThreadClass
public class EventQueueThreadClass: iScriptEngineFunctionModule
{
/// <summary>
/// How many ms to sleep if queue is empty
/// </summary>
private int nothingToDoSleepms;// = 50;
private ThreadPriority MyThreadPriority;
public long LastExecutionStarted;
public bool InExecution = false;
@@ -26,25 +27,27 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
private EventQueueManager eventQueueManager;
public Thread EventQueueThread;
private static int ThreadCount = 0;
private ThreadPriority MyThreadPriority;
private string ScriptEngineName = "ScriptEngine.Common";
public EventQueueThreadClass(EventQueueManager eqm)
{
eventQueueManager = eqm;
nothingToDoSleepms = eqm.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
ReadConfig();
Start();
}
~EventQueueThreadClass()
{
Shutdown();
Stop();
}
/// <summary>
/// Start thread
/// </summary>
private void Start()
public void ReadConfig()
{
ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
switch (pri.ToLower())
@@ -70,6 +73,19 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
break;
}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
EventQueueThread.Priority = MyThreadPriority;
}
/// <summary>
/// Start thread
/// </summary>
private void Start()
{
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
@@ -84,18 +100,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
ThreadCount++;
}
public void Shutdown()
public void Stop()
{
PleaseShutdown = true; // Set shutdown flag
Thread.Sleep(100); // Wait a bit
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
{
EventQueueThread.Abort();
EventQueueThread.Join();
EventQueueThread.Abort(); // Send abort
EventQueueThread.Join(); // Wait for it
}
catch (Exception)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString());
}
}
}
@@ -106,10 +124,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
/// </summary>
private void EventQueueThreadLoop()
{
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
//myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned");
try
{
while (true)
while (true)
{
try
{
@@ -117,7 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
while (true)
{
// Every now and then check if we should shut down
if (eventQueueManager.ThreadsToExit > 0)
if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0)
{
// Someone should shut down, lets get exclusive lock
lock (eventQueueManager.ThreadsToExitLock)
@@ -125,9 +143,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
// Lets re-check in case someone grabbed it
if (eventQueueManager.ThreadsToExit > 0)
{
// We are go for shutdown
// Its crowded here so we'll shut down
eventQueueManager.ThreadsToExit--;
Shutdown();
Stop();
return;
}
else
{
// We have been asked to shut down
Stop();
return;
}
}
@@ -139,6 +163,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
if (PleaseShutdown)
return;
if (eventQueueManager.eventQueue.Count == 0)
{
// Nothing to do? Sleep a bit waiting for something to do
@@ -147,7 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
else
{
// Something in queue, process
//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
//myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
lock (eventQueueManager.queueLock)
@@ -179,7 +206,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
try
{
#if DEBUG
eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine",
eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName,
"Executing event:\r\n"
+ "QIS.localID: " + QIS.localID
+ ", QIS.itemID: " + QIS.itemID
@@ -235,7 +262,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
//else
//{
// T oconsole
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine",
eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName,
"Unable to send text in-world:\r\n" +
text);
}
@@ -260,19 +287,28 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
}
catch (ThreadAbortException tae)
{
eventQueueManager.m_ScriptEngine.Log.Notice("ScriptEngine", "ThreadAbortException while executing function.");
eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function.");
}
catch (Exception e)
{
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString());
}
} // while
} // try
catch (ThreadAbortException)
{
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message);
}
}
/// <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;
}
}