Experimental
Moved DotNetScriptEngine configuration to config file. Added option to share script execution threads between regions.ThreadPoolClientBranch
parent
5d6e89eaf9
commit
a9c1f3fdb4
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@ -69,21 +69,25 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// List of threads processing event queue
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/// </summary>
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private List<EventQueueThreadClass> eventQueueThreads = new List<EventQueueThreadClass>();
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private object eventQueueThreadsLock = new object();
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private List<EventQueueThreadClass> eventQueueThreads;// = new List<EventQueueThreadClass>();
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private object eventQueueThreadsLock;// = new object();
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private static List<EventQueueThreadClass> staticEventQueueThreads;// = new List<EventQueueThreadClass>();
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private static object staticEventQueueThreadsLock;// = new object();
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public object queueLock = new object(); // Mutex lock object
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/// <summary>
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/// How many threads to process queue with
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/// </summary>
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private int numberOfThreads = 2;
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private int numberOfThreads;
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/// <summary>
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/// Maximum time one function can use for execution before we perform a thread kill
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/// </summary>
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private int maxFunctionExecutionTimems = 50;
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private bool EnforceMaxExecutionTime = true;
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private int maxFunctionExecutionTimems;
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private bool EnforceMaxExecutionTime;
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/// <summary>
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/// Queue containing events waiting to be executed
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@ -138,6 +142,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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m_ScriptEngine = _ScriptEngine;
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// Create thread pool list and lock object
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// Determine from config if threads should be dedicated to regions or shared
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if (m_ScriptEngine.ScriptConfigSource.GetBoolean("PrivateRegionThreads", false))
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{
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// PRIVATE THREAD POOL PER REGION
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eventQueueThreads = new List<EventQueueThreadClass>();
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eventQueueThreadsLock = new object();
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}
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else
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{
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// SHARED THREAD POOL
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// Crate the objects in statics
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if (staticEventQueueThreads == null)
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staticEventQueueThreads = new List<EventQueueThreadClass>();
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if (staticEventQueueThreadsLock == null)
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staticEventQueueThreadsLock = new object();
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// Create local reference to them
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eventQueueThreads = staticEventQueueThreads;
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eventQueueThreadsLock = staticEventQueueThreadsLock;
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}
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numberOfThreads = m_ScriptEngine.ScriptConfigSource.GetInt("NumberOfScriptThreads", 2);
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maxFunctionExecutionTimems = m_ScriptEngine.ScriptConfigSource.GetInt("MaxEventExecutionTimeMs", 5000);
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EnforceMaxExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("EnforceMaxEventExecutionTime", false);
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// Start function max exec time enforcement thread
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if (EnforceMaxExecutionTime)
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{
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@ -150,9 +184,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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//
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// Start event queue processing threads (worker threads)
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//
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lock (eventQueueThreadsLock)
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{
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for (int ThreadCount = 0; ThreadCount <= numberOfThreads; ThreadCount++)
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for (int ThreadCount = eventQueueThreads.Count; ThreadCount <= numberOfThreads; ThreadCount++)
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{
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StartNewThreadClass();
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}
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@ -315,7 +350,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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private static void AbortThreadClass(EventQueueThreadClass threadClass)
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private void AbortThreadClass(EventQueueThreadClass threadClass)
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{
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try
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{
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@ -326,12 +361,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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Console.WriteLine("Could you please report this to Tedd:");
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Console.WriteLine("Script thread execution timeout kill ended in exception: " + ex.ToString());
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}
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m_ScriptEngine.Log.Debug("DotNetEngine", "Killed script execution thread, count: " + eventQueueThreads.Count);
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}
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private void StartNewThreadClass()
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{
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EventQueueThreadClass eqtc = new EventQueueThreadClass(this);
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eventQueueThreads.Add(eqtc);
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m_ScriptEngine.Log.Debug("DotNetEngine", "Started new script execution thread, count: " + eventQueueThreads.Count);
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}
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}
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}
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Text;
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using System.Threading;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes.Scripting;
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@ -16,7 +17,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// How many ms to sleep if queue is empty
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/// </summary>
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private int nothingToDoSleepms = 50;
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private int nothingToDoSleepms;// = 50;
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public DateTime LastExecutionStarted;
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public bool InExecution = false;
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@ -28,6 +29,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public EventQueueThreadClass(EventQueueManager eqm)
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{
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eventQueueManager = eqm;
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nothingToDoSleepms = eqm.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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Start();
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}
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@ -183,7 +185,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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catch (ThreadAbortException tae)
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{
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throw tae;
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eventQueueManager.m_ScriptEngine.Log.Notice("ScriptEngine", "ThreadAbortException while executing function.");
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}
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catch (Exception e)
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{
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@ -51,10 +51,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public AppDomainManager m_AppDomainManager;
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public LSLLongCmdHandler m_LSLLongCmdHandler;
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public IConfigSource ConfigSource;
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public IConfig ScriptConfigSource;
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public abstract string ScriptConfigSourceName { get; }
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public ScriptManager GetScriptManager()
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{
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return _GetScriptManager();
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}
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public abstract ScriptManager _GetScriptManager();
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private LogBase m_log;
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@ -74,6 +79,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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World = Sceneworld;
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m_log = logger;
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ScriptConfigSource = ConfigSource.Configs[ScriptConfigSourceName];
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Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
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@ -39,6 +39,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// We need to override a few things for our DotNetEngine
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public override void Initialise(Scene scene, IConfigSource config)
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{
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ConfigSource = config;
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InitializeEngine(scene, MainLog.Instance, true, GetScriptManager());
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}
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@ -46,5 +47,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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return new ScriptManager(this);
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}
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public override string ScriptConfigSourceName
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{
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get { return "ScriptEngine.DotNetEngine"; }
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}
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}
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}
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@ -51,5 +51,11 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine
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{
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return new ScriptManager(this);
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}
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public override string ScriptConfigSourceName
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{
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get { return "ScriptEngine.LSOEngine"; }
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}
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}
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}
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@ -114,3 +114,35 @@ shout_distance = 100
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; send a Sun update ever frame_rate # of frames. A lower number will
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; make for smoother sun transition at the cost of network
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;frame_rate = 100
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[ScriptEngine.DotNetEngine]
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; When a script receives an event the event is queued.
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; Any free thread will start executing this event. One script can only have one event executed simultaneously.
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; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
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; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
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; But because most scripts exit after their task, the threads are free to go on to the next script.
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; Number of threads to use for script event execution
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; Threads are shared across all regions
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NumberOfScriptThreads=2
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; Should the script threads be private for each region?
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; true: Each region will get <NumberOfScriptThreads> dedicated to scripts within that region
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; Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions>
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; false: All regions share <NumberOfScriptThreads> for all their scripts
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PrivateRegionThreads=false
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; How long MAX should a script be allowed to run?
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; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
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; There is also a small speed penalty for every kill that is made
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MaxEventExecutionTimeMs=5000
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; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
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EnforceMaxEventExecutionTime=true
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; If no scripts have executed in this pass how long should we sleep before checking again
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; Impact:
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; Too low and you will waste lots of CPU
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; Too high and people touching object or similar will have to wait up to this amount of time before script responding
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SleepTimeIfNoScriptExecutionMs=50
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