* 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 it0.6.8-post-fixes
parent
c04775bf68
commit
ac7ccdf7d7
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@ -28,6 +28,7 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using log4net;
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namespace OpenSim.Framework
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{
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@ -66,6 +67,7 @@ namespace OpenSim.Framework
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/// stopped or has not called UpdateThread() in time</summary>
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public static event WatchdogTimeout OnWatchdogTimeout;
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static Dictionary<int, ThreadWatchdogInfo> m_threads;
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private static System.Timers.Timer m_watchdogTimer;
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@ -95,9 +97,6 @@ namespace OpenSim.Framework
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thread.IsBackground = isBackground;
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thread.Start();
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lock (m_threads)
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m_threads.Add(thread.ManagedThreadId, new ThreadWatchdogInfo(thread));
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return thread;
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}
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@ -109,24 +108,6 @@ namespace OpenSim.Framework
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UpdateThread(Thread.CurrentThread.ManagedThreadId);
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}
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/// <summary>
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/// Marks a thread as alive
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/// </summary>
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/// <param name="threadID">The ManagedThreadId of the thread to mark as
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/// alive</param>
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public static void UpdateThread(int threadID)
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{
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ThreadWatchdogInfo threadInfo;
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lock (m_threads)
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{
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if (m_threads.TryGetValue(threadID, out threadInfo))
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{
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threadInfo.LastTick = Environment.TickCount & Int32.MaxValue;
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}
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}
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}
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/// <summary>
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/// Stops watchdog tracking on the current thread
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/// </summary>
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@ -137,19 +118,38 @@ namespace OpenSim.Framework
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return RemoveThread(Thread.CurrentThread.ManagedThreadId);
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}
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/// <summary>
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/// Stops watchdog tracking on a thread
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/// </summary>
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/// <param name="threadID">The ManagedThreadId of the thread to stop
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/// tracking</param>
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/// <returns>True if the thread was removed from the list of tracked
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/// threads, otherwise false</returns>
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public static bool RemoveThread(int threadID)
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private static void AddThread(ThreadWatchdogInfo threadInfo)
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{
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m_log.Debug("[WATCHDOG]: Started tracking thread \"" + threadInfo.Thread.Name + "\" (ID " + threadInfo.Thread.ManagedThreadId + ")");
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lock (m_threads)
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m_threads.Add(threadInfo.Thread.ManagedThreadId, threadInfo);
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}
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private static bool RemoveThread(int threadID)
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{
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lock (m_threads)
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return m_threads.Remove(threadID);
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}
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private static void UpdateThread(int threadID)
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{
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ThreadWatchdogInfo threadInfo;
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// Although TryGetValue is not a thread safe operation, we use a try/catch here instead
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// of a lock for speed. Adding/removing threads is a very rare operation compared to
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// UpdateThread(), and a single UpdateThread() failure here and there won't break
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// anything
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try
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{
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if (m_threads.TryGetValue(threadID, out threadInfo))
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threadInfo.LastTick = Environment.TickCount & Int32.MaxValue;
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else
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AddThread(new ThreadWatchdogInfo(Thread.CurrentThread));
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}
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catch { }
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}
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private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
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{
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WatchdogTimeout callback = OnWatchdogTimeout;
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@ -160,7 +160,7 @@ namespace OpenSim.Framework
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lock (m_threads)
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{
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int now = Environment.TickCount;
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int now = Environment.TickCount & Int32.MaxValue;
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foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
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{
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@ -1025,6 +1025,7 @@ namespace OpenSim.Region.Framework.Scenes
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float physicsFPS = 0;
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frameMS = Environment.TickCount;
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try
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{
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// Increment the frame counter
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@ -1152,6 +1153,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((maintc < (m_timespan * 1000)) && maintc > 0)
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Thread.Sleep(maintc);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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}
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}
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@ -2705,8 +2705,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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foreach (OdePrim prim in _taintedPrimL)
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{
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if (prim.m_taintremove)
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{
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//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
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@ -2719,6 +2717,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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processedtaints = true;
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prim.m_collisionscore = 0;
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// This loop can block up the Heartbeat for a very long time on large regions.
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// We need to let the Watchdog know that the Heartbeat is not dead
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// NOTE: This is currently commented out, but if things like OAR loading are
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// timing the heartbeat out we will need to uncomment it
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//Watchdog.UpdateThread();
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}
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if (SupportsNINJAJoints)
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