Move conditionals which control whether a task is placed in the JobEngine inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.

ghosts
Justin Clark-Casey (justincc) 2014-11-21 01:08:58 +00:00
parent df75f14bca
commit 377b79bafc
2 changed files with 62 additions and 45 deletions

View File

@ -453,7 +453,38 @@ namespace OpenSim.Framework.Monitoring
m_watchdogTimer.Start(); m_watchdogTimer.Start();
} }
public static void RunWhenPossible(string jobType, WaitCallback callback, string name, object obj, bool log = false) /// <summary>
/// Run a job.
/// </summary>
/// <remarks>
/// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
/// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
/// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
/// sophisticated implementation could perform jobs concurrently when the server is under low load.
///
/// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
/// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
/// beyond a single thread will require considerable thought.
///
/// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
/// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
/// the job engine could be improved and so CPU utilization improved by better management of concurrency within
/// OpenSimulator.
/// </remarks>
/// <param name="jobType">General classification for the job (e.g. "RezAttachments").</param>
/// <param name="callback">Callback for job.</param>
/// <param name="name">Specific name of job (e.g. "RezAttachments for Joe Bloggs"</param>
/// <param name="obj">Object to pass to callback when run</param>
/// <param name="canRunInThisThread">If set to true then the job may be run in ths calling thread.</param>
/// <param name="mustNotTimeout">If the true then the job must never timeout.</param>
/// <param name="log">If set to true then extra logging is performed.</param>
public static void RunJob(
string jobType, WaitCallback callback, string name, object obj,
bool canRunInThisThread = false, bool mustNotTimeout = false,
bool log = false)
{ {
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest) if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{ {
@ -464,8 +495,12 @@ namespace OpenSim.Framework.Monitoring
if (JobEngine.IsRunning) if (JobEngine.IsRunning)
JobEngine.QueueRequest(name, callback, obj); JobEngine.QueueRequest(name, callback, obj);
else else if (canRunInThisThread)
callback(obj);
else if (mustNotTimeout)
RunInThread(callback, name, obj, log); RunInThread(callback, name, obj, log);
else
Util.FireAndForget(callback, obj, name);
} }
} }
} }

View File

@ -1228,15 +1228,11 @@ namespace OpenSim.Region.Framework.Scenes
// viewers without (e.g. v1 viewers) will not, so we still need to make this call. // viewers without (e.g. v1 viewers) will not, so we still need to make this call.
if (Scene.AttachmentsModule != null) if (Scene.AttachmentsModule != null)
{ {
if (Watchdog.JobEngine.IsRunning) Watchdog.RunJob(
Watchdog.RunWhenPossible(
"RezAttachments", "RezAttachments",
o => Scene.AttachmentsModule.RezAttachments(this), o => Scene.AttachmentsModule.RezAttachments(this),
string.Format("Rez attachments for {0} in {1}", Name, Scene.Name), string.Format("Rez attachments for {0} in {1}", Name, Scene.Name),
null); null);
else
Util.FireAndForget(
o => Scene.AttachmentsModule.RezAttachments(this), null, "ScenePresence.RezAttachmentsOnLogin");
} }
} }
else else
@ -1258,18 +1254,12 @@ namespace OpenSim.Region.Framework.Scenes
if (attachments.Count > 0) if (attachments.Count > 0)
{ {
if (Watchdog.JobEngine.IsRunning) Watchdog.RunJob(
{
Watchdog.RunWhenPossible(
"StartAttachmentScripts", "StartAttachmentScripts",
o => RestartAttachmentScripts(attachments), o => RestartAttachmentScripts(attachments),
string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name),
null); null,
} true);
else
{
RestartAttachmentScripts(attachments);
}
} }
} }
@ -1825,18 +1815,12 @@ namespace OpenSim.Region.Framework.Scenes
// XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region
// If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
// This may be due to viewer code or it may be something we're not doing properly simulator side. // This may be due to viewer code or it may be something we're not doing properly simulator side.
if (Watchdog.JobEngine.IsRunning) Watchdog.RunJob(
{
Watchdog.RunWhenPossible(
"ScheduleAttachmentsForFullUpdate", "ScheduleAttachmentsForFullUpdate",
o => ScheduleAttachmentsForFullUpdate(), o => ScheduleAttachmentsForFullUpdate(),
string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name),
null); null,
} true);
else
{
ScheduleAttachmentsForFullUpdate();
}
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
@ -3391,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes
SentInitialDataToClient = true; SentInitialDataToClient = true;
// Send all scene object to the new client // Send all scene object to the new client
Watchdog.RunWhenPossible("SendInitialDataToClient", delegate Watchdog.RunJob("SendInitialDataToClient", delegate
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}", // "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
@ -3409,7 +3393,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e != null && e is SceneObjectGroup) if (e != null && e is SceneObjectGroup)
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
} }
}, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), null); }, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name),null, false, true);
} }
/// <summary> /// <summary>
@ -4073,14 +4057,12 @@ namespace OpenSim.Region.Framework.Scenes
// We don't need to worry about a race condition as the job to later start the scripts is also // We don't need to worry about a race condition as the job to later start the scripts is also
// JobEngine scheduled and so will always occur after this task. // JobEngine scheduled and so will always occur after this task.
// XXX: This will not be true if JobEngine ever gets more than one thread. // XXX: This will not be true if JobEngine ever gets more than one thread.
if (Watchdog.JobEngine.IsRunning) Watchdog.RunJob(
Watchdog.RunWhenPossible(
"CopyAttachments", "CopyAttachments",
o => Scene.AttachmentsModule.CopyAttachments(cAgent, this), o => Scene.AttachmentsModule.CopyAttachments(cAgent, this),
string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name),
null); null,
else true);
Scene.AttachmentsModule.CopyAttachments(cAgent, this);
} }
// This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread // This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread