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.ghosts
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Concurrent;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using OpenSim.Framework;
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namespace OpenSim.Framework.Monitoring
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{
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public class Job
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{
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public string Name;
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public WaitCallback Callback;
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public object O;
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public Job(string name, WaitCallback callback, object o)
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{
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Name = name;
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Callback = callback;
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O = o;
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}
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}
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public class JobEngine
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public bool IsRunning { get; private set; }
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/// <summary>
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/// The timeout in milliseconds to wait for at least one event to be written when the recorder is stopping.
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/// </summary>
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public int RequestProcessTimeoutOnStop { get; set; }
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/// <summary>
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/// Controls whether we need to warn in the log about exceeding the max queue size.
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/// </summary>
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/// <remarks>
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/// This is flipped to false once queue max has been exceeded and back to true when it falls below max, in
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/// order to avoid spamming the log with lots of warnings.
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/// </remarks>
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private bool m_warnOverMaxQueue = true;
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private BlockingCollection<Job> m_requestQueue;
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private CancellationTokenSource m_cancelSource = new CancellationTokenSource();
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private Stat m_requestsWaitingStat;
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private Job m_currentJob;
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/// <summary>
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/// Used to signal that we are ready to complete stop.
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/// </summary>
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private ManualResetEvent m_finishedProcessingAfterStop = new ManualResetEvent(false);
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public JobEngine()
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{
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RequestProcessTimeoutOnStop = 5000;
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug jobengine",
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"debug jobengine <start|stop|status>",
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"Start, stop or get status of the job engine.",
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"If stopped then all jobs are processed immediately.",
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HandleControlCommand);
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}
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public void Start()
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{
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lock (this)
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{
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if (IsRunning)
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return;
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IsRunning = true;
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m_finishedProcessingAfterStop.Reset();
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m_requestQueue = new BlockingCollection<Job>(new ConcurrentQueue<Job>(), 5000);
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m_requestsWaitingStat =
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new Stat(
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"JobsWaiting",
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"Number of jobs waiting for processing.",
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"",
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"",
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"server",
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"jobengine",
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StatType.Pull,
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MeasuresOfInterest.None,
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stat => stat.Value = m_requestQueue.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_requestsWaitingStat);
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Watchdog.StartThread(
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ProcessRequests,
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"JobEngineThread",
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ThreadPriority.Normal,
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false,
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true,
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null,
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int.MaxValue);
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}
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}
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public void Stop()
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{
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lock (this)
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{
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try
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{
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if (!IsRunning)
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return;
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IsRunning = false;
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int requestsLeft = m_requestQueue.Count;
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if (requestsLeft <= 0)
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{
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m_cancelSource.Cancel();
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}
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else
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{
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m_log.InfoFormat("[JOB ENGINE]: Waiting to write {0} events after stop.", requestsLeft);
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while (requestsLeft > 0)
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{
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if (!m_finishedProcessingAfterStop.WaitOne(RequestProcessTimeoutOnStop))
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{
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// After timeout no events have been written
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if (requestsLeft == m_requestQueue.Count)
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{
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m_log.WarnFormat(
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"[JOB ENGINE]: No requests processed after {0} ms wait. Discarding remaining {1} requests",
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RequestProcessTimeoutOnStop, requestsLeft);
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break;
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}
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}
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requestsLeft = m_requestQueue.Count;
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}
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}
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}
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finally
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{
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m_cancelSource.Dispose();
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StatsManager.DeregisterStat(m_requestsWaitingStat);
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m_requestsWaitingStat = null;
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m_requestQueue = null;
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}
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}
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}
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public bool QueueRequest(string name, WaitCallback req, object o)
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{
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m_log.DebugFormat("[JOB ENGINE]: Queued job {0}", name);
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if (m_requestQueue.Count < m_requestQueue.BoundedCapacity)
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{
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// m_log.DebugFormat(
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// "[OUTGOING QUEUE REFILL ENGINE]: Adding request for categories {0} for {1} in {2}",
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// categories, client.AgentID, m_udpServer.Scene.Name);
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m_requestQueue.Add(new Job(name, req, o));
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if (!m_warnOverMaxQueue)
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m_warnOverMaxQueue = true;
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return true;
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}
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else
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{
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if (m_warnOverMaxQueue)
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{
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// m_log.WarnFormat(
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// "[JOB ENGINE]: Request queue at maximum capacity, not recording request from {0} in {1}",
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// client.AgentID, m_udpServer.Scene.Name);
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m_log.WarnFormat("[JOB ENGINE]: Request queue at maximum capacity, not recording job");
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m_warnOverMaxQueue = false;
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}
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return false;
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}
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}
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private void ProcessRequests()
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{
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try
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{
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while (IsRunning || m_requestQueue.Count > 0)
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{
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m_currentJob = m_requestQueue.Take(m_cancelSource.Token);
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// QueueEmpty callback = req.Client.OnQueueEmpty;
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//
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// if (callback != null)
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// {
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// try
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// {
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// callback(req.Categories);
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// }
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// catch (Exception e)
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// {
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// m_log.Error("[OUTGOING QUEUE REFILL ENGINE]: ProcessRequests(" + req.Categories + ") threw an exception: " + e.Message, e);
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// }
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// }
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m_log.DebugFormat("[JOB ENGINE]: Processing job {0}", m_currentJob.Name);
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m_currentJob.Callback.Invoke(m_currentJob.O);
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m_log.DebugFormat("[JOB ENGINE]: Processed job {0}", m_currentJob.Name);
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m_currentJob = null;
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}
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}
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catch (OperationCanceledException)
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{
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}
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m_finishedProcessingAfterStop.Set();
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}
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private void HandleControlCommand(string module, string[] args)
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{
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// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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// return;
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if (args.Length != 3)
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{
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MainConsole.Instance.Output("Usage: debug jobengine <stop|start|status>");
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return;
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}
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string subCommand = args[2];
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if (subCommand == "stop")
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{
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Stop();
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MainConsole.Instance.OutputFormat("Stopped job engine.");
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}
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else if (subCommand == "start")
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{
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Start();
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MainConsole.Instance.OutputFormat("Started job engine.");
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}
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else if (subCommand == "status")
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{
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MainConsole.Instance.OutputFormat("Job engine running: {0}", IsRunning);
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MainConsole.Instance.OutputFormat("Current job {0}", m_currentJob != null ? m_currentJob.Name : "none");
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MainConsole.Instance.OutputFormat(
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"Jobs waiting: {0}", IsRunning ? m_requestQueue.Count.ToString() : "n/a");
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}
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else
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{
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MainConsole.Instance.OutputFormat("Unrecognized job engine subcommand {0}", subCommand);
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}
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}
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}
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}
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@ -133,6 +133,8 @@ namespace OpenSim.Framework.Monitoring
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/// /summary>
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public static event Action<ThreadWatchdogInfo> OnWatchdogTimeout;
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private static JobEngine m_jobEngine;
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/// <summary>
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/// Is this watchdog active?
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/// </summary>
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static Watchdog()
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{
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m_jobEngine = new JobEngine();
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m_threads = new Dictionary<int, ThreadWatchdogInfo>();
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m_watchdogTimer = new System.Timers.Timer(WATCHDOG_INTERVAL_MS);
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m_watchdogTimer.AutoReset = false;
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m_watchdogTimer.Start();
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}
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public static void RunWhenPossible(string jobType, WaitCallback callback, string name, object obj, bool log = false)
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{
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if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
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{
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Culture.SetCurrentCulture();
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callback(obj);
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return;
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}
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if (m_jobEngine.IsRunning)
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m_jobEngine.QueueRequest(name, callback, obj);
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else
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RunInThread(callback, name, obj, log);
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}
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}
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}
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@ -3363,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
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SentInitialDataToClient = true;
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// Send all scene object to the new client
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Watchdog.RunInThread(delegate
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Watchdog.RunWhenPossible("SendInitialDataToClient", delegate
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
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