- Increased the threadpool timeout to 10 minutes

- Changed a few places that launch long-lasting threads to skip the timeout altogether
0.8.0.3
Oren Hurvitz 2014-03-26 21:31:16 +02:00
parent 14a7ddb885
commit 7a47c15edb
3 changed files with 6 additions and 6 deletions

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -560,7 +560,7 @@ namespace OpenSim.Groups
// so we have the list of urls to send the notice to
// this may take a long time...
Util.FireAndForget(delegate
Util.RunThreadNoTimeout(delegate
{
foreach (string u in urls)
{
@ -571,7 +571,7 @@ namespace OpenSim.Groups
hasAttachment, attType, attName, attItemID, AgentUUIForOutside(attOwnerID));
}
}
});
}, "AddGroupNotice", null);
return true;
}

View File

@ -2031,7 +2031,7 @@ namespace OpenSim.Framework
// Maps (ThreadFunc number -> Thread)
private static ConcurrentDictionary<long, ThreadInfo> activeThreads = new ConcurrentDictionary<long, ThreadInfo>();
private static readonly int THREAD_TIMEOUT = 60 * 1000;
private static readonly int THREAD_TIMEOUT = 10 * 60 * 1000; // 10 minutes
/// <summary>
/// Finds threads in the main thread pool that have timed-out, and aborts them.

View File

@ -963,10 +963,10 @@ namespace OpenSim.Region.CoreModules.Asset
case "assets":
con.Output("Ensuring assets are cached for all scenes.");
Util.FireAndForget(delegate {
Util.RunThreadNoTimeout(delegate {
int assetReferenceTotal = TouchAllSceneAssets(true);
con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
});
}, "TouchAllSceneAssets", null);
break;