Alleviate an issue where calling Thread.Abort() on script WorkItems can fail to release locks, resulting in a crippled simulator.
This seems to be a particular problem with ReaderWriterLockSlim, though other locks can be affected as well. It has been seen to happen when llDie() is called in a linkset running more than one script. Alleviation here means supplying a ScriptInstance.Stop() timeout of 1000ms rather than 0ms, to give events a chance to complete. Also, we check the IsRunning status at the top of the ScriptInstance.EventProcessor() so that another event doesn't start in the mean time. Ultimately, a better solution may have to be found since a long-running event would still exceed the timeout and be aborted.0.7.3-post-fixes
parent
e17e376b04
commit
9ecbcb787c
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@ -546,7 +546,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public bool Stop(int timeout)
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{
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout);
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// "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}",
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// ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks);
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IScriptWorkItem workItem;
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@ -575,7 +576,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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// Wait for the current event to complete.
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if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
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if (!m_InSelfDelete && workItem.Wait(new TimeSpan((long)timeout * 100000)))
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{
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return true;
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}
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@ -592,7 +593,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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// forcibly abort the work item (this aborts the underlying thread).
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if (!m_InSelfDelete)
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{
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// m_log.ErrorFormat("[SCRIPT INSTANCE]: Aborting script {0} {1}", ScriptName, ItemID);
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// m_log.ErrorFormat(
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// "[SCRIPT INSTANCE]: Aborting script {0} {1} in prim {2} {3} {4} {5}",
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// ScriptName, ItemID, PrimName, ObjectID, m_InSelfDelete, DateTime.Now.Ticks);
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workItem.Abort();
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}
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@ -706,6 +709,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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/// <returns></returns>
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public object EventProcessor()
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{
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// We check here as the thread stopping this instance from running may itself hold the m_Script lock.
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if (!Running)
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return 0;
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lock (m_Script)
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{
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// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
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@ -1118,7 +1118,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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instance.ClearQueue();
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instance.Stop(0);
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// Give the script some time to finish processing its last event. Simply aborting the script thread can
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// cause issues on mono 2.6, 2.10 and possibly later where locks are not released properly on abort.
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instance.Stop(1000);
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// bool objectRemoved = false;
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lock (m_PrimObjects)
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