From this commit and a few hours into the future ScriptEngine will be unstable:
* Speeding up ScriptEngine shutdown * Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution) You can choose more script exec threads if you want of course. In this commit: Sharing maintenance thread between all regions.afrisby-rexmerge
parent
ff12395a3d
commit
a040008cb9
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@ -452,14 +452,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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#endregion
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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///// <summary>
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///// If set to true then threads and stuff should try to make a graceful exit
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///// </summary>
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//public bool PleaseShutdown
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//{
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// get { return _PleaseShutdown; }
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// set { _PleaseShutdown = value; }
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//}
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//private bool _PleaseShutdown = false;
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}
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}
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@ -38,12 +38,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// </summary>
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public class MaintenanceThread : iScriptEngineFunctionModule
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{
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public ScriptEngine m_ScriptEngine;
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//public ScriptEngine m_ScriptEngine;
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private int MaintenanceLoopms;
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public MaintenanceThread(ScriptEngine _ScriptEngine)
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public MaintenanceThread()
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{
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m_ScriptEngine = _ScriptEngine;
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//m_ScriptEngine = _ScriptEngine;
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ReadConfig();
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@ -95,9 +95,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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try
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{
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if (MaintenanceThreadThread != null && MaintenanceThreadThread.IsAlive)
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{
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MaintenanceThreadThread.Abort();
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}
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{
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MaintenanceThreadThread.Abort();
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}
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}
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catch (Exception ex)
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{
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@ -105,14 +105,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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private ScriptEngine lastScriptEngine; // Keep track of what ScriptEngine instance we are at so we can give exception
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/// <summary>
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/// A thread should run in this loop and check all running scripts
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/// </summary>
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public void MaintenanceLoop()
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{
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if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms)
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m_ScriptEngine.Log.Warn("[" + m_ScriptEngine.ScriptEngineName + "]: " +
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"Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run.");
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//if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms)
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// m_ScriptEngine.Log.Warn("[" + m_ScriptEngine.ScriptEngineName + "]: " +
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// "Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run.");
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long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks;
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long Last_ReReadConfigFilens = DateTime.Now.Ticks;
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@ -126,35 +127,41 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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if (PleaseShutdown)
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return;
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if (m_ScriptEngine != null)
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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// Re-reading config every x seconds
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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lastScriptEngine = m_ScriptEngine;
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if (m_ScriptEngine != null)
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{
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// Check if its time to re-read config
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens)
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// Re-reading config every x seconds
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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{
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//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
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// Its time to re-read config file
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m_ScriptEngine.ReadConfig();
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Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
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// Check if its time to re-read config
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
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m_ScriptEngine.RefreshConfigFilens)
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{
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//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
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// Its time to re-read config file
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m_ScriptEngine.ReadConfig();
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Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
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}
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}
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}
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// Adjust number of running script threads if not correct
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if (m_ScriptEngine.m_EventQueueManager != null)
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m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
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// Adjust number of running script threads if not correct
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if (m_ScriptEngine.m_EventQueueManager != null)
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m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
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// Check if any script has exceeded its max execution time
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if (m_ScriptEngine.m_EventQueueManager != null && m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
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{
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// We are enforcing execution time
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if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
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m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
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// Check if any script has exceeded its max execution time
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if (m_ScriptEngine.m_EventQueueManager != null &&
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m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
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{
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// Its time to check again
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m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
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Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
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// We are enforcing execution time
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if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
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m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
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{
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// Its time to check again
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m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
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Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
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}
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}
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}
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}
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@ -162,7 +169,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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catch (Exception ex)
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{
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m_ScriptEngine.Log.Error("[" + m_ScriptEngine.ScriptEngineName + "]: Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
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ScriptEngine.Log.Error("[" + lastScriptEngine.ScriptEngineName + "]: Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
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Thread.Sleep(5000);
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}
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}
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@ -27,6 +27,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Nini.Config;
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using OpenSim.Framework.Console;
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@ -46,13 +47,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
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public Scene World;
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public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
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public ScriptManager m_ScriptManager; // Load, unload and execute scripts
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public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains
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public AsyncLSLCommandManager m_ASYNCLSLCommandManager; // Asyncronous LSL commands (commands that returns with an event)
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public MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
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public static MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
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public IConfigSource ConfigSource;
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public IConfig ScriptConfigSource;
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@ -74,15 +76,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public abstract ScriptManager _GetScriptManager();
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public log4net.ILog Log
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public static log4net.ILog Log
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{
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get { return m_log; }
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}
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public ScriptEngine()
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{
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//Common.SendToDebug("ScriptEngine Object Initialized");
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Common.mySE = this;
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Common.mySE = this; // For logging, just need any instance, doesn't matter
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ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
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}
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public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
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@ -106,7 +108,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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m_ScriptManager = newScriptManager;
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m_AppDomainManager = new AppDomainManager(this);
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m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this);
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m_MaintenanceThread = new MaintenanceThread(this);
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if (m_MaintenanceThread == null)
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m_MaintenanceThread = new MaintenanceThread();
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m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
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ReadConfig();
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@ -118,6 +121,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void Shutdown()
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{
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// We are shutting down
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ScriptEngines.Remove(this);
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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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@ -178,12 +182,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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//public bool PleaseShutdown
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//{
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// get { return _PleaseShutdown; }
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// set { _PleaseShutdown = value; }
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//}
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//private bool _PleaseShutdown = false;
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}
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}
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@ -169,15 +169,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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// Abort load/unload thread
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try
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{
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PleaseShutdown = true;
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Thread.Sleep(100);
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if (scriptLoadUnloadThread != null)
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//PleaseShutdown = true;
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//Thread.Sleep(100);
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if (scriptLoadUnloadThread != null && scriptLoadUnloadThread.IsAlive == true)
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{
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if (scriptLoadUnloadThread.IsAlive == true)
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{
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scriptLoadUnloadThread.Abort();
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scriptLoadUnloadThread.Join();
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}
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scriptLoadUnloadThread.Abort();
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//scriptLoadUnloadThread.Join();
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}
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}
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catch
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@ -282,7 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public abstract void _StartScript(uint localID, LLUUID itemID, string Script);
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public abstract void _StopScript(uint localID, LLUUID itemID);
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#endregion
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@ -297,10 +294,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <param name="args">Arguments to pass to function</param>
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internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args)
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{
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
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///#endif
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
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///#endif
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// Execute a function in the script
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//m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
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//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
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{
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return;
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}
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
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///#endif
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
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///#endif
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// Must be done in correct AppDomain, so leaving it up to the script itself
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Script.llDetectParams = qParams;
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Script.Exec.ExecuteEvent(FunctionName, args);
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@ -418,15 +415,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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#endregion
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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///// <summary>
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///// If set to true then threads and stuff should try to make a graceful exit
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///// </summary>
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//public bool PleaseShutdown
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//{
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// get { return _PleaseShutdown; }
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// set { _PleaseShutdown = value; }
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//}
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//private bool _PleaseShutdown = false;
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}
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}
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@ -35,6 +35,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public interface iScriptEngineFunctionModule
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{
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void ReadConfig();
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bool PleaseShutdown { get; set; }
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// bool PleaseShutdown { get; set; }
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}
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}
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