so no real need for Maintenance thread.. so removed

httptests
UbitUmarov 2017-06-07 19:08:37 +01:00
parent 2d93008bd9
commit 02b51b84f4
1 changed files with 1 additions and 77 deletions

View File

@ -345,11 +345,6 @@ namespace OpenSim.Region.Framework.Scenes
protected set;
}
/// <summary>
/// Current maintenance run number
/// </summary>
public uint MaintenanceRun { get; private set; }
/// <summary>
/// Frame time
/// </remarks>
@ -361,14 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
// see SimStatsReporter.cs
public bool Normalized55FPS { get; private set; }
/// <summary>
/// The minimum length of time in seconds that will be taken for a scene frame.
/// </summary>
/// <remarks>
/// Always derived from MinFrameTicks.
/// </remarks>
public float MinMaintenanceTime { get; private set; }
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_objects = 1;
@ -377,7 +364,6 @@ namespace OpenSim.Region.Framework.Scenes
private int m_update_backup = 200;
private int m_update_terrain = 1000;
private int m_update_land = 10;
private int m_update_coarse_locations = 5;
private int m_update_temp_cleaning = 180;
@ -398,11 +384,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private int m_lastFrameTick;
/// <summary>
/// Tick at which the last maintenance run occurred.
/// </summary>
private int m_lastMaintenanceTick;
/// <summary>
/// Total script execution time (in Stopwatch Ticks) since the last frame
/// </summary>
@ -419,11 +400,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false);
/// <summary>
/// Used to control maintenance thread runs.
/// </summary>
private ManualResetEvent m_maintenanceWaitEvent = new ManualResetEvent(false);
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
@ -467,7 +443,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Is the scene active?
/// </summary>
/// <remarks>
/// If false, maintenance and update loops are not being run, though after setting to false update may still
/// If false, update loop is not being run, though after setting to false update may still
/// be active for a period (and IsRunning will still be true). Updates can still be triggered manually if
/// the scene is not active.
/// </remarks>
@ -497,7 +473,6 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsRunning { get { return m_isRunning; } }
private volatile bool m_isRunning;
// private int m_lastUpdate;
private bool m_firstHeartbeat = true;
// private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
@ -853,7 +828,6 @@ namespace OpenSim.Region.Framework.Scenes
FrameTimeWarnPercent = 60;
FrameTimeCritPercent = 40;
Normalized55FPS = true;
MinMaintenanceTime = 1;
SeeIntoRegion = true;
Random random = new Random();
@ -1614,62 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
// alarms for scenes with many objects.
Update(1);
WorkManager.StartThread(
Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_lastFrameTick = Util.EnvironmentTickCount();
Update(-1);
Watchdog.RemoveThread();
}
private void Maintenance()
{
DoMaintenance(-1);
Watchdog.RemoveThread();
}
public void DoMaintenance(int runs)
{
long? endRun = null;
int runtc, tmpMS;
int previousMaintenanceTick;
if (runs >= 0)
endRun = MaintenanceRun + runs;
while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
{
runtc = Util.EnvironmentTickCount();
++MaintenanceRun;
// m_log.DebugFormat("[SCENE]: Maintenance run {0} in {1}", MaintenanceRun, Name);
Watchdog.UpdateThread();
previousMaintenanceTick = m_lastMaintenanceTick;
m_lastMaintenanceTick = Util.EnvironmentTickCount();
runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
runtc = (int)(MinMaintenanceTime * 1000) - runtc;
if (runtc > 0)
m_maintenanceWaitEvent.WaitOne(runtc);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
m_log.WarnFormat(
"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
MinMaintenanceTime * 1000,
RegionInfo.RegionName);
}
}
public override void Update(int frames)
{
long? endFrame = null;