- Increased the threadpool timeout to 10 minutes
- Changed a few places that launch long-lasting threads to skip the timeout altogether0.8.0.3
parent
14a7ddb885
commit
7a47c15edb
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -560,7 +560,7 @@ namespace OpenSim.Groups
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// so we have the list of urls to send the notice to
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// this may take a long time...
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Util.FireAndForget(delegate
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Util.RunThreadNoTimeout(delegate
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{
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foreach (string u in urls)
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{
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@ -571,7 +571,7 @@ namespace OpenSim.Groups
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hasAttachment, attType, attName, attItemID, AgentUUIForOutside(attOwnerID));
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}
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}
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});
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}, "AddGroupNotice", null);
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return true;
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}
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@ -2031,7 +2031,7 @@ namespace OpenSim.Framework
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// Maps (ThreadFunc number -> Thread)
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private static ConcurrentDictionary<long, ThreadInfo> activeThreads = new ConcurrentDictionary<long, ThreadInfo>();
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private static readonly int THREAD_TIMEOUT = 60 * 1000;
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private static readonly int THREAD_TIMEOUT = 10 * 60 * 1000; // 10 minutes
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/// <summary>
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/// Finds threads in the main thread pool that have timed-out, and aborts them.
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@ -963,10 +963,10 @@ namespace OpenSim.Region.CoreModules.Asset
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case "assets":
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con.Output("Ensuring assets are cached for all scenes.");
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Util.FireAndForget(delegate {
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Util.RunThreadNoTimeout(delegate {
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int assetReferenceTotal = TouchAllSceneAssets(true);
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con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
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});
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}, "TouchAllSceneAssets", null);
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break;
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