* Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later

* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
0.6.8-post-fixes
John Hurliman 2009-10-26 14:41:27 -07:00
parent c04775bf68
commit ac7ccdf7d7
3 changed files with 38 additions and 32 deletions

View File

@ -28,6 +28,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
using log4net;
namespace OpenSim.Framework namespace OpenSim.Framework
{ {
@ -66,6 +67,7 @@ namespace OpenSim.Framework
/// stopped or has not called UpdateThread() in time</summary> /// stopped or has not called UpdateThread() in time</summary>
public static event WatchdogTimeout OnWatchdogTimeout; public static event WatchdogTimeout OnWatchdogTimeout;
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static Dictionary<int, ThreadWatchdogInfo> m_threads; private static Dictionary<int, ThreadWatchdogInfo> m_threads;
private static System.Timers.Timer m_watchdogTimer; private static System.Timers.Timer m_watchdogTimer;
@ -95,9 +97,6 @@ namespace OpenSim.Framework
thread.IsBackground = isBackground; thread.IsBackground = isBackground;
thread.Start(); thread.Start();
lock (m_threads)
m_threads.Add(thread.ManagedThreadId, new ThreadWatchdogInfo(thread));
return thread; return thread;
} }
@ -109,24 +108,6 @@ namespace OpenSim.Framework
UpdateThread(Thread.CurrentThread.ManagedThreadId); UpdateThread(Thread.CurrentThread.ManagedThreadId);
} }
/// <summary>
/// Marks a thread as alive
/// </summary>
/// <param name="threadID">The ManagedThreadId of the thread to mark as
/// alive</param>
public static void UpdateThread(int threadID)
{
ThreadWatchdogInfo threadInfo;
lock (m_threads)
{
if (m_threads.TryGetValue(threadID, out threadInfo))
{
threadInfo.LastTick = Environment.TickCount & Int32.MaxValue;
}
}
}
/// <summary> /// <summary>
/// Stops watchdog tracking on the current thread /// Stops watchdog tracking on the current thread
/// </summary> /// </summary>
@ -137,19 +118,38 @@ namespace OpenSim.Framework
return RemoveThread(Thread.CurrentThread.ManagedThreadId); return RemoveThread(Thread.CurrentThread.ManagedThreadId);
} }
/// <summary> private static void AddThread(ThreadWatchdogInfo threadInfo)
/// Stops watchdog tracking on a thread {
/// </summary> m_log.Debug("[WATCHDOG]: Started tracking thread \"" + threadInfo.Thread.Name + "\" (ID " + threadInfo.Thread.ManagedThreadId + ")");
/// <param name="threadID">The ManagedThreadId of the thread to stop
/// tracking</param> lock (m_threads)
/// <returns>True if the thread was removed from the list of tracked m_threads.Add(threadInfo.Thread.ManagedThreadId, threadInfo);
/// threads, otherwise false</returns> }
public static bool RemoveThread(int threadID)
private static bool RemoveThread(int threadID)
{ {
lock (m_threads) lock (m_threads)
return m_threads.Remove(threadID); return m_threads.Remove(threadID);
} }
private static void UpdateThread(int threadID)
{
ThreadWatchdogInfo threadInfo;
// Although TryGetValue is not a thread safe operation, we use a try/catch here instead
// of a lock for speed. Adding/removing threads is a very rare operation compared to
// UpdateThread(), and a single UpdateThread() failure here and there won't break
// anything
try
{
if (m_threads.TryGetValue(threadID, out threadInfo))
threadInfo.LastTick = Environment.TickCount & Int32.MaxValue;
else
AddThread(new ThreadWatchdogInfo(Thread.CurrentThread));
}
catch { }
}
private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e) private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{ {
WatchdogTimeout callback = OnWatchdogTimeout; WatchdogTimeout callback = OnWatchdogTimeout;
@ -160,7 +160,7 @@ namespace OpenSim.Framework
lock (m_threads) lock (m_threads)
{ {
int now = Environment.TickCount; int now = Environment.TickCount & Int32.MaxValue;
foreach (ThreadWatchdogInfo threadInfo in m_threads.Values) foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
{ {

View File

@ -1025,6 +1025,7 @@ namespace OpenSim.Region.Framework.Scenes
float physicsFPS = 0; float physicsFPS = 0;
frameMS = Environment.TickCount; frameMS = Environment.TickCount;
try try
{ {
// Increment the frame counter // Increment the frame counter
@ -1152,6 +1153,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((maintc < (m_timespan * 1000)) && maintc > 0) if ((maintc < (m_timespan * 1000)) && maintc > 0)
Thread.Sleep(maintc); Thread.Sleep(maintc);
// Tell the watchdog that this thread is still alive
Watchdog.UpdateThread(); Watchdog.UpdateThread();
} }
} }

View File

@ -2705,8 +2705,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
foreach (OdePrim prim in _taintedPrimL) foreach (OdePrim prim in _taintedPrimL)
{ {
if (prim.m_taintremove) if (prim.m_taintremove)
{ {
//Console.WriteLine("Simulate calls RemovePrimThreadLocked"); //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
@ -2719,6 +2717,12 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
processedtaints = true; processedtaints = true;
prim.m_collisionscore = 0; prim.m_collisionscore = 0;
// This loop can block up the Heartbeat for a very long time on large regions.
// We need to let the Watchdog know that the Heartbeat is not dead
// NOTE: This is currently commented out, but if things like OAR loading are
// timing the heartbeat out we will need to uncomment it
//Watchdog.UpdateThread();
} }
if (SupportsNINJAJoints) if (SupportsNINJAJoints)