make BlockingQueue.Dequeue timeouts more coerent (just less than watchdog timeout)
parent
8d8236cfb2
commit
7a82c7c5b2
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@ -204,10 +204,10 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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while(true)
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{
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aPollRequest poolreq = m_queue.Dequeue(1000);
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aPollRequest poolreq = m_queue.Dequeue(4500);
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Watchdog.UpdateThread();
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if(m_NumberScenes <= 0)
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return;
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Watchdog.UpdateThread();
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if(poolreq.reqID != UUID.Zero)
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poolreq.thepoll.Process(poolreq);
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}
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@ -415,10 +415,10 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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while (true)
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{
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aPollRequest poolreq = m_queue.Dequeue(2000);
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aPollRequest poolreq = m_queue.Dequeue(4500);
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Watchdog.UpdateThread();
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if(m_NumberScenes <= 0)
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return;
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Watchdog.UpdateThread();
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if(poolreq.reqID != UUID.Zero)
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poolreq.thepoll.Process(poolreq);
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}
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@ -443,10 +443,9 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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while (true)
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{
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aPollRequest poolreq = m_queue.Dequeue(4500);
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Watchdog.UpdateThread();
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aPollRequest poolreq = m_queue.Dequeue(5000);
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if (poolreq != null && poolreq.thepoll != null)
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{
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try
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@ -716,12 +716,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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while (true)
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{
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Watchdog.UpdateThread();
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av = null;
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st = null;
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st = requests.Dequeue(4900); // timeout to make watchdog happy
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st = requests.Dequeue(4500);
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Watchdog.UpdateThread();
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if (st == null || st.agentID == UUID.Zero)
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continue;
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@ -1152,10 +1151,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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while(!m_mapBlockRequestEvent.WaitOne(4900))
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{
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Watchdog.UpdateThread();
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if(m_scene == null)
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return;
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}
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Watchdog.UpdateThread();
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lock (m_mapBlockRequestEvent)
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{
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int total = 0;
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