XEngine: make calls to gc.collect on region startup scripts loading a configurable option, since it is very slow operation
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f29d5ad662
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73b20c2ca2
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@ -110,6 +110,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private int m_ScriptFailCount; // Number of script fails since compile queue was last empty
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private string m_ScriptErrorMessage;
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private bool m_AppDomainLoading;
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private bool m_CompactMemOnLoad;
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private Dictionary<UUID,ArrayList> m_ScriptErrors =
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new Dictionary<UUID,ArrayList>();
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@ -301,8 +302,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300);
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m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144);
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m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000;
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m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", true);
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m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", false);
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m_CompactMemOnLoad = m_ScriptConfig.GetBoolean("CompactMemOnLoad", false);
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m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30);
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m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false);
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m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000;
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@ -1278,10 +1279,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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}
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// do not load a assembly on top of a lot of to release memory
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// also yield a bit
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// only if logins disable since causes a lot of rubber banding
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if(!m_Scene.LoginsEnabled)
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// optionaly do not load a assembly on top of a lot of to release memory
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// only if logins disable since causes a lot of rubber banding
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if(m_CompactMemOnLoad && !m_Scene.LoginsEnabled)
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GC.Collect(2);
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ScriptInstance instance = null;
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@ -925,6 +925,13 @@
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;; by scripts have changed.
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; DeleteScriptsOnStartup = true
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;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
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;; forces calls to memory garbage collector before loading each script DLL during region startup.
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;; Peek memory usage is reduced and region starts with a more compacted memory allocation.
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;; But this costs a lot of time, so region load will take a lot longer.
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;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
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;CompactMemOnLoad = false
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;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
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;; Default language for scripts
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; DefaultCompileLanguage = "lsl"
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@ -1696,14 +1696,23 @@
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; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
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; at this time some mono versions seem to have problems with the true option
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; so default is now false until a fix is found
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AppDomainLoading = false
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; AppDomainLoading = false
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; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
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; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
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; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
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; by scripts have changed.
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; DeleteScriptsOnStartup = false
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; Controls whether previously compiled scripts DLLs are deleted on sim restart.
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; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
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; It should be true on first run after updating opensim binary version
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; after first run you can change to false.
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; You can also set it to false and delete the script DLLs by hand
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; This does not delete cached scripts state.
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; DeleteScriptsOnStartup = true
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; CompactMemOnLoad forces calls to memory garbage collector before loading each script binary
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; forces calls to memory garbage collector before loading each script DLL during region startup.
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; Peek memory usage is reduced and region starts with a more compacted memory allocation.
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; But this costs a lot of time, so region load will take a lot longer.
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; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
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; CompactMemOnLoad = false
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; Controls whether scripts are stopped by aborting their threads externally (abort)
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; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
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; co-op will be more stable as aborting threads can cause instability.
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