Add experimental job engine to see if queueing some existing async work during root agent entry to a region improves perf rather than always attempting to execute everything concurrently

Job engine is controlled via "debug jobengine start|stop|status".
Can only currently be enabled and disabled dynamically at runtime.
Currently only applies to code sending initial region data (objects, other avatar data) to a client.
mb-throttle-test
Justin Clark-Casey (justincc) 2014-09-09 18:14:56 +01:00
parent c5a0f0ba36
commit 859b1c5ba4
3 changed files with 311 additions and 1 deletions

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@ -0,0 +1,292 @@
/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*/
using System;
using System.Collections.Concurrent;
using System.Reflection;
using System.Threading;
using log4net;
using OpenSim.Framework;
namespace OpenSim.Framework.Monitoring
{
public class Job
{
public string Name;
public WaitCallback Callback;
public object O;
public Job(string name, WaitCallback callback, object o)
{
Name = name;
Callback = callback;
O = o;
}
}
public class JobEngine
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public bool IsRunning { get; private set; }
/// <summary>
/// The timeout in milliseconds to wait for at least one event to be written when the recorder is stopping.
/// </summary>
public int RequestProcessTimeoutOnStop { get; set; }
/// <summary>
/// Controls whether we need to warn in the log about exceeding the max queue size.
/// </summary>
/// <remarks>
/// This is flipped to false once queue max has been exceeded and back to true when it falls below max, in
/// order to avoid spamming the log with lots of warnings.
/// </remarks>
private bool m_warnOverMaxQueue = true;
private BlockingCollection<Job> m_requestQueue;
private CancellationTokenSource m_cancelSource = new CancellationTokenSource();
private Stat m_requestsWaitingStat;
private Job m_currentJob;
/// <summary>
/// Used to signal that we are ready to complete stop.
/// </summary>
private ManualResetEvent m_finishedProcessingAfterStop = new ManualResetEvent(false);
public JobEngine()
{
RequestProcessTimeoutOnStop = 5000;
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug jobengine",
"debug jobengine <start|stop|status>",
"Start, stop or get status of the job engine.",
"If stopped then all jobs are processed immediately.",
HandleControlCommand);
}
public void Start()
{
lock (this)
{
if (IsRunning)
return;
IsRunning = true;
m_finishedProcessingAfterStop.Reset();
m_requestQueue = new BlockingCollection<Job>(new ConcurrentQueue<Job>(), 5000);
m_requestsWaitingStat =
new Stat(
"JobsWaiting",
"Number of jobs waiting for processing.",
"",
"",
"server",
"jobengine",
StatType.Pull,
MeasuresOfInterest.None,
stat => stat.Value = m_requestQueue.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_requestsWaitingStat);
Watchdog.StartThread(
ProcessRequests,
"JobEngineThread",
ThreadPriority.Normal,
false,
true,
null,
int.MaxValue);
}
}
public void Stop()
{
lock (this)
{
try
{
if (!IsRunning)
return;
IsRunning = false;
int requestsLeft = m_requestQueue.Count;
if (requestsLeft <= 0)
{
m_cancelSource.Cancel();
}
else
{
m_log.InfoFormat("[JOB ENGINE]: Waiting to write {0} events after stop.", requestsLeft);
while (requestsLeft > 0)
{
if (!m_finishedProcessingAfterStop.WaitOne(RequestProcessTimeoutOnStop))
{
// After timeout no events have been written
if (requestsLeft == m_requestQueue.Count)
{
m_log.WarnFormat(
"[JOB ENGINE]: No requests processed after {0} ms wait. Discarding remaining {1} requests",
RequestProcessTimeoutOnStop, requestsLeft);
break;
}
}
requestsLeft = m_requestQueue.Count;
}
}
}
finally
{
m_cancelSource.Dispose();
StatsManager.DeregisterStat(m_requestsWaitingStat);
m_requestsWaitingStat = null;
m_requestQueue = null;
}
}
}
public bool QueueRequest(string name, WaitCallback req, object o)
{
m_log.DebugFormat("[JOB ENGINE]: Queued job {0}", name);
if (m_requestQueue.Count < m_requestQueue.BoundedCapacity)
{
// m_log.DebugFormat(
// "[OUTGOING QUEUE REFILL ENGINE]: Adding request for categories {0} for {1} in {2}",
// categories, client.AgentID, m_udpServer.Scene.Name);
m_requestQueue.Add(new Job(name, req, o));
if (!m_warnOverMaxQueue)
m_warnOverMaxQueue = true;
return true;
}
else
{
if (m_warnOverMaxQueue)
{
// m_log.WarnFormat(
// "[JOB ENGINE]: Request queue at maximum capacity, not recording request from {0} in {1}",
// client.AgentID, m_udpServer.Scene.Name);
m_log.WarnFormat("[JOB ENGINE]: Request queue at maximum capacity, not recording job");
m_warnOverMaxQueue = false;
}
return false;
}
}
private void ProcessRequests()
{
try
{
while (IsRunning || m_requestQueue.Count > 0)
{
m_currentJob = m_requestQueue.Take(m_cancelSource.Token);
// QueueEmpty callback = req.Client.OnQueueEmpty;
//
// if (callback != null)
// {
// try
// {
// callback(req.Categories);
// }
// catch (Exception e)
// {
// m_log.Error("[OUTGOING QUEUE REFILL ENGINE]: ProcessRequests(" + req.Categories + ") threw an exception: " + e.Message, e);
// }
// }
m_log.DebugFormat("[JOB ENGINE]: Processing job {0}", m_currentJob.Name);
m_currentJob.Callback.Invoke(m_currentJob.O);
m_log.DebugFormat("[JOB ENGINE]: Processed job {0}", m_currentJob.Name);
m_currentJob = null;
}
}
catch (OperationCanceledException)
{
}
m_finishedProcessingAfterStop.Set();
}
private void HandleControlCommand(string module, string[] args)
{
// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
// return;
if (args.Length != 3)
{
MainConsole.Instance.Output("Usage: debug jobengine <stop|start|status>");
return;
}
string subCommand = args[2];
if (subCommand == "stop")
{
Stop();
MainConsole.Instance.OutputFormat("Stopped job engine.");
}
else if (subCommand == "start")
{
Start();
MainConsole.Instance.OutputFormat("Started job engine.");
}
else if (subCommand == "status")
{
MainConsole.Instance.OutputFormat("Job engine running: {0}", IsRunning);
MainConsole.Instance.OutputFormat("Current job {0}", m_currentJob != null ? m_currentJob.Name : "none");
MainConsole.Instance.OutputFormat(
"Jobs waiting: {0}", IsRunning ? m_requestQueue.Count.ToString() : "n/a");
}
else
{
MainConsole.Instance.OutputFormat("Unrecognized job engine subcommand {0}", subCommand);
}
}
}
}

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@ -133,6 +133,8 @@ namespace OpenSim.Framework.Monitoring
/// /summary> /// /summary>
public static event Action<ThreadWatchdogInfo> OnWatchdogTimeout; public static event Action<ThreadWatchdogInfo> OnWatchdogTimeout;
private static JobEngine m_jobEngine;
/// <summary> /// <summary>
/// Is this watchdog active? /// Is this watchdog active?
/// </summary> /// </summary>
@ -173,6 +175,7 @@ namespace OpenSim.Framework.Monitoring
static Watchdog() static Watchdog()
{ {
m_jobEngine = new JobEngine();
m_threads = new Dictionary<int, ThreadWatchdogInfo>(); m_threads = new Dictionary<int, ThreadWatchdogInfo>();
m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS); m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
m_watchdogTimer.AutoReset = false; m_watchdogTimer.AutoReset = false;
@ -450,5 +453,20 @@ 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)
{
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
return;
}
if (m_jobEngine.IsRunning)
m_jobEngine.QueueRequest(name, callback, obj);
else
RunInThread(callback, name, obj, log);
}
} }
} }

View File

@ -3362,7 +3362,7 @@ 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.RunInThread(delegate Watchdog.RunWhenPossible("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}",