SCRIPTING STILL BROKEN
Added comments and regions, restructured code Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG All modules should now refresh their configuration runtime Made all logging in ScriptEngine.Common get script name from actual engine Renamed LSLLongCmdHandler to AsyncLSLCommandManager Added auto-recover with 5 sec throttle for new MaintenanceThreadThreadPoolClientBranch
parent
a6726b0c9d
commit
d02a90823f
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@ -112,7 +112,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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{
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m_LSL_Functions = LSL_Functions;
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//MainLog.Instance.Notice("ScriptEngine", "LSL_BaseClass.Start() called.");
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//MainLog.Instance.Notice(ScriptEngineName, "LSL_BaseClass.Start() called.");
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// Get this AppDomain's settings and display some of them.
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AppDomainSetup ads = AppDomain.CurrentDomain.SetupInformation;
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@ -61,7 +61,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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m_localID = localID;
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m_itemID = itemID;
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//MainLog.Instance.Notice("ScriptEngine", "LSL_BaseClass.Start() called. Hosted by [" + m_host.Name + ":" + m_host.UUID + "@" + m_host.AbsolutePosition + "]");
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//MainLog.Instance.Notice(ScriptEngineName, "LSL_BaseClass.Start() called. Hosted by [" + m_host.Name + ":" + m_host.UUID + "@" + m_host.AbsolutePosition + "]");
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}
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private DateTime m_timer = DateTime.Now;
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@ -1038,7 +1038,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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public void llSetTimerEvent(double sec)
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{
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// Setting timer repeat
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m_ScriptEngine.m_LSLLongCmdHandler.SetTimerEvent(m_localID, m_itemID, sec);
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m_ScriptEngine.m_ASYNCLSLCommandManager.SetTimerEvent(m_localID, m_itemID, sec);
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}
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public void llSleep(double sec)
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@ -35,7 +35,7 @@ using OpenSim.Region.ScriptEngine.Common;
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namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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public class AppDomainManager
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public class AppDomainManager : iScriptEngineFunctionModule
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{
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//
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@ -85,12 +85,17 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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private object getLock = new object(); // Mutex
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private object freeLock = new object(); // Mutex
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//private ScriptEngine m_scriptEngine;
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private ScriptEngine m_scriptEngine;
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//public AppDomainManager(ScriptEngine scriptEngine)
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public AppDomainManager(int MaxScriptsPerDomain)
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public AppDomainManager(ScriptEngine scriptEngine)
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{
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maxScriptsPerAppDomain = MaxScriptsPerDomain;
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//m_scriptEngine = scriptEngine;
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m_scriptEngine = scriptEngine;
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ReadConfig();
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}
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public void ReadConfig()
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{
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maxScriptsPerAppDomain = m_scriptEngine.ScriptConfigSource.GetInt("ScriptsPerAppDomain", 1);
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}
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/// <summary>
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@ -99,7 +104,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <returns>Free AppDomain</returns>
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private AppDomainStructure GetFreeAppDomain()
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{
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Console.WriteLine("Finding free AppDomain");
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// Console.WriteLine("Finding free AppDomain");
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lock (getLock)
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{
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// Current full?
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@ -117,7 +122,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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currentAD.CurrentAppDomain = PrepareNewAppDomain();
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}
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Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
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// Console.WriteLine("Scripts loaded in this Appdomain: " + currentAD.ScriptsLoaded);
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return currentAD;
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} // lock
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}
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@ -144,7 +149,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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ads.ConfigurationFile = AppDomain.CurrentDomain.SetupInformation.ConfigurationFile;
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AppDomain AD = AppDomain.CreateDomain("ScriptAppDomain_" + AppDomainNameCount, null, ads);
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Console.WriteLine("Loading: " +
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m_scriptEngine.Log.Verbose(m_scriptEngine.ScriptEngineName, "AppDomain Loading: " +
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AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll").ToString());
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AD.Load(AssemblyName.GetAssemblyName("OpenSim.Region.ScriptEngine.Common.dll"));
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@ -169,17 +174,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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// Is number of unloaded bigger or equal to number of loaded?
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if (ads.ScriptsLoaded <= ads.ScriptsWaitingUnload)
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{
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Console.WriteLine("Found empty AppDomain, unloading");
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// Remove from internal list
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appDomains.Remove(ads);
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#if DEBUG
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Console.WriteLine("Found empty AppDomain, unloading");
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long m = GC.GetTotalMemory(true);
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#endif
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// Unload
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AppDomain.Unload(ads.CurrentAppDomain);
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#if DEBUG
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Console.WriteLine("AppDomain unload freed " + (m - GC.GetTotalMemory(true)) +
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" bytes of memory");
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m_scriptEngine.Log.Verbose(m_scriptEngine.ScriptEngineName, "AppDomain unload freed " + (m - GC.GetTotalMemory(true)) + " bytes of memory");
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#endif
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}
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}
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@ -193,7 +197,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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// Find next available AppDomain to put it in
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AppDomainStructure FreeAppDomain = GetFreeAppDomain();
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Console.WriteLine("Loading into AppDomain: " + FileName);
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#if DEBUG
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m_scriptEngine.Log.Verbose(m_scriptEngine.ScriptEngineName, "Loading into AppDomain: " + FileName);
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#endif
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IScript mbrt =
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(IScript)
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FreeAppDomain.CurrentAppDomain.CreateInstanceFromAndUnwrap(FileName, "SecondLife.Script");
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@ -213,7 +219,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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lock (freeLock)
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{
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Console.WriteLine("Stopping script in AppDomain");
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#if DEBUG
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m_scriptEngine.Log.Verbose(m_scriptEngine.ScriptEngineName, "Stopping script in AppDomain");
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#endif
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// Check if it is current AppDomain
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if (currentAD.CurrentAppDomain == ad)
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{
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@ -236,5 +244,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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UnloadAppDomains(); // Outsite lock, has its own GetLock
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}
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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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@ -38,16 +38,17 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc.
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/// </summary>
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public class LSLLongCmdHandler
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public class AsyncLSLCommandManager : iScriptEngineFunctionModule
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{
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private Thread cmdHandlerThread;
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private int cmdHandlerThreadCycleSleepms = 100;
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private int cmdHandlerThreadCycleSleepms;
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private ScriptEngine m_ScriptEngine;
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public LSLLongCmdHandler(ScriptEngine _ScriptEngine)
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public AsyncLSLCommandManager(ScriptEngine _ScriptEngine)
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{
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m_ScriptEngine = _ScriptEngine;
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ReadConfig();
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// Start the thread that will be doing the work
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cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
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@ -57,7 +58,13 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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cmdHandlerThread.Start();
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}
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~LSLLongCmdHandler()
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public void ReadConfig()
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{
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cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50);
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}
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~AsyncLSLCommandManager()
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{
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// Shut down thread
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try
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@ -291,5 +298,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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);
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}
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}
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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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@ -44,14 +44,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public static void SendToDebug(string Message)
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{
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//if (Debug == true)
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mySE.Log.Verbose("ScriptEngine", "Debug: " + Message);
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mySE.Log.Verbose(mySE.ScriptEngineName, "Debug: " + Message);
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//SendToDebugEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
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}
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public static void SendToLog(string Message)
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{
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//if (Debug == true)
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mySE.Log.Verbose("ScriptEngine", "LOG: " + Message);
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mySE.Log.Verbose(mySE.ScriptEngineName, "LOG: " + Message);
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//SendToLogEvent("\r\n" + DateTime.Now.ToString("[HH:mm:ss] ") + Message);
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}
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}
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@ -37,7 +37,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
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/// </summary>
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[Serializable]
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public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
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public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents, iScriptEngineFunctionModule
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{
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//
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@ -59,12 +59,13 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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ReadConfig();
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// Hook up to events from OpenSim
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// We may not want to do it because someone is controlling us and will deliver events to us
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if (performHookUp)
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{
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myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
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myScriptEngine.Log.Verbose(myScriptEngine.ScriptEngineName, "Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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@ -73,6 +74,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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public void ReadConfig()
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{
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}
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public void changed(uint localID, uint change)
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{
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// Add to queue for all scripts in localID, Object pass change.
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@ -263,5 +269,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull);
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}
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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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/// Events are queued and executed in separate thread
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/// </summary>
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[Serializable]
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public class EventQueueManager
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public class EventQueueManager : iScriptEngineFunctionModule
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{
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//
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@ -197,13 +197,22 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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private void ReadConfig()
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public void ReadConfig()
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{
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// Refresh config
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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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KillScriptOnMaxFunctionExecutionTime = m_ScriptEngine.ScriptConfigSource.GetBoolean("DeactivateScriptOnTimeout", false);
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// Now refresh config in all threads
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lock (eventQueueThreadsLock)
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{
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foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
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{
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EventQueueThread.ReadConfig();
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}
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}
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}
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#endregion
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@ -222,7 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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foreach (EventQueueThreadClass EventQueueThread in eventQueueThreads)
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{
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EventQueueThread.Shutdown();
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AbortThreadClass(EventQueueThread);
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}
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eventQueueThreads.Clear();
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staticGlobalEventQueueThreads.Clear();
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@ -243,7 +252,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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EventQueueThreadClass eqtc = new EventQueueThreadClass(this);
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eventQueueThreads.Add(eqtc);
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staticGlobalEventQueueThreads.Add(eqtc);
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m_ScriptEngine.Log.Debug("DotNetEngine", "Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
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m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
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}
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private void AbortThreadClass(EventQueueThreadClass threadClass)
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@ -252,16 +261,17 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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eventQueueThreads.Remove(threadClass);
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if (staticGlobalEventQueueThreads.Contains(threadClass))
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staticGlobalEventQueueThreads.Remove(threadClass);
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try
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{
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threadClass.Shutdown();
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threadClass.Stop();
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}
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catch (Exception ex)
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{
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m_ScriptEngine.Log.Error("EventQueueManager", "If you see this, could you please report it to Tedd:");
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m_ScriptEngine.Log.Error("EventQueueManager", "Script thread execution timeout kill ended in exception: " + ex.ToString());
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m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName + ":EventQueueManager", "If you see this, could you please report it to Tedd:");
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m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName + ":EventQueueManager", "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. Remaining thread count: " + eventQueueThreads.Count);
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m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "Killed script execution thread. Remaining thread count: " + eventQueueThreads.Count);
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}
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#endregion
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@ -313,7 +323,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void AddToObjectQueue(uint localID, string FunctionName, Queue_llDetectParams_Struct qParams, params object[] param)
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{
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// Determine all scripts in Object and add to their queue
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
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//myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Adding localID: " + localID + ", FunctionName: " + FunctionName);
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// Do we have any scripts in this object at all? If not, return
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/// </summary>
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public void AdjustNumberOfScriptThreads()
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{
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// Is there anything here for us to do?
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if (eventQueueThreads.Count == numberOfThreads)
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return;
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lock (eventQueueThreadsLock)
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{
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int diff = numberOfThreads - eventQueueThreads.Count;
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}
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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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}
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}
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/// <summary>
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/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
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/// </summary>
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public class EventQueueThreadClass
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public class EventQueueThreadClass: iScriptEngineFunctionModule
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{
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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 ThreadPriority MyThreadPriority;
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public long LastExecutionStarted;
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public bool InExecution = false;
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private EventQueueManager eventQueueManager;
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public Thread EventQueueThread;
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private static int ThreadCount = 0;
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private ThreadPriority MyThreadPriority;
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private string ScriptEngineName = "ScriptEngine.Common";
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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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ReadConfig();
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Start();
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}
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~EventQueueThreadClass()
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{
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Shutdown();
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Stop();
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}
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/// <summary>
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/// Start thread
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/// </summary>
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private void Start()
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public void ReadConfig()
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{
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ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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// Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
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string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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break;
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}
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// Now set that priority
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if (EventQueueThread != null)
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if (EventQueueThread.IsAlive)
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EventQueueThread.Priority = MyThreadPriority;
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}
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/// <summary>
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/// Start thread
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/// </summary>
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private void Start()
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{
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EventQueueThread = new Thread(EventQueueThreadLoop);
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EventQueueThread.IsBackground = true;
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|
@ -84,18 +100,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
ThreadCount++;
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
public void Stop()
|
||||
{
|
||||
PleaseShutdown = true; // Set shutdown flag
|
||||
Thread.Sleep(100); // Wait a bit
|
||||
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
|
||||
{
|
||||
try
|
||||
{
|
||||
EventQueueThread.Abort();
|
||||
EventQueueThread.Join();
|
||||
EventQueueThread.Abort(); // Send abort
|
||||
EventQueueThread.Join(); // Wait for it
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Exception killing worker thread: " + e.ToString());
|
||||
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -106,10 +124,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
/// </summary>
|
||||
private void EventQueueThreadLoop()
|
||||
{
|
||||
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
|
||||
//myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned");
|
||||
try
|
||||
{
|
||||
while (true)
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -117,7 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
while (true)
|
||||
{
|
||||
// Every now and then check if we should shut down
|
||||
if (eventQueueManager.ThreadsToExit > 0)
|
||||
if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0)
|
||||
{
|
||||
// Someone should shut down, lets get exclusive lock
|
||||
lock (eventQueueManager.ThreadsToExitLock)
|
||||
|
@ -125,9 +143,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
// Lets re-check in case someone grabbed it
|
||||
if (eventQueueManager.ThreadsToExit > 0)
|
||||
{
|
||||
// We are go for shutdown
|
||||
// Its crowded here so we'll shut down
|
||||
eventQueueManager.ThreadsToExit--;
|
||||
Shutdown();
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have been asked to shut down
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -139,6 +163,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
EventQueueManager.QueueItemStruct QIS = BlankQIS;
|
||||
bool GotItem = false;
|
||||
|
||||
if (PleaseShutdown)
|
||||
return;
|
||||
|
||||
if (eventQueueManager.eventQueue.Count == 0)
|
||||
{
|
||||
// Nothing to do? Sleep a bit waiting for something to do
|
||||
|
@ -147,7 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
else
|
||||
{
|
||||
// Something in queue, process
|
||||
//myScriptEngine.m_logger.Verbose("ScriptEngine", "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
|
||||
//myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
|
||||
|
||||
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
|
||||
lock (eventQueueManager.queueLock)
|
||||
|
@ -179,7 +206,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
try
|
||||
{
|
||||
#if DEBUG
|
||||
eventQueueManager.m_ScriptEngine.Log.Debug("ScriptEngine",
|
||||
eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName,
|
||||
"Executing event:\r\n"
|
||||
+ "QIS.localID: " + QIS.localID
|
||||
+ ", QIS.itemID: " + QIS.itemID
|
||||
|
@ -235,7 +262,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
//else
|
||||
//{
|
||||
// T oconsole
|
||||
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine",
|
||||
eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName,
|
||||
"Unable to send text in-world:\r\n" +
|
||||
text);
|
||||
}
|
||||
|
@ -260,19 +287,28 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
}
|
||||
catch (ThreadAbortException tae)
|
||||
{
|
||||
eventQueueManager.m_ScriptEngine.Log.Notice("ScriptEngine", "ThreadAbortException while executing function.");
|
||||
eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function.");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngine", "Exception in EventQueueThreadLoop: " + e.ToString());
|
||||
eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString());
|
||||
}
|
||||
} // while
|
||||
} // try
|
||||
catch (ThreadAbortException)
|
||||
{
|
||||
//myScriptEngine.Log.Verbose("ScriptEngine", "EventQueueManager Worker thread killed: " + tae.Message);
|
||||
//myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If set to true then threads and stuff should try to make a graceful exit
|
||||
/// </summary>
|
||||
public bool PleaseShutdown
|
||||
{
|
||||
get { return _PleaseShutdown; }
|
||||
set { _PleaseShutdown = value; }
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
/// <summary>
|
||||
/// This class does maintenance on script engine.
|
||||
/// </summary>
|
||||
public class MaintenanceThread
|
||||
public class MaintenanceThread : iScriptEngineFunctionModule
|
||||
{
|
||||
public ScriptEngine m_ScriptEngine;
|
||||
private int MaintenanceLoopms;
|
||||
|
@ -28,7 +28,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
StopMaintenanceThread();
|
||||
}
|
||||
|
||||
private void ReadConfig()
|
||||
public void ReadConfig()
|
||||
{
|
||||
MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
|
||||
}
|
||||
|
@ -80,48 +80,74 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
/// </summary>
|
||||
public void MaintenanceLoop()
|
||||
{
|
||||
try
|
||||
if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms)
|
||||
m_ScriptEngine.Log.Warn(m_ScriptEngine.ScriptEngineName,
|
||||
"Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run.");
|
||||
|
||||
while (true)
|
||||
{
|
||||
long Last_maxFunctionExecutionTimens = 0;// DateTime.Now.Ticks;
|
||||
long Last_ReReadConfigFilens = DateTime.Now.Ticks;
|
||||
while (true)
|
||||
try
|
||||
{
|
||||
System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep
|
||||
|
||||
// Re-reading config every x seconds?
|
||||
if (m_ScriptEngine.ReReadConfigFileSeconds > 0)
|
||||
long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks;
|
||||
long Last_ReReadConfigFilens = DateTime.Now.Ticks;
|
||||
while (true)
|
||||
{
|
||||
// Check if its time to re-read config
|
||||
if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.ReReadConfigFilens)
|
||||
System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
|
||||
if (PleaseShutdown)
|
||||
return;
|
||||
//
|
||||
// Re-reading config every x seconds
|
||||
//
|
||||
if (m_ScriptEngine.RefreshConfigFileSeconds > 0)
|
||||
{
|
||||
// Its time to re-read config file
|
||||
m_ScriptEngine.ConfigSource.Reload(); // Re-read config
|
||||
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
|
||||
// Check if its time to re-read config
|
||||
if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens)
|
||||
{
|
||||
// Its time to re-read config file
|
||||
m_ScriptEngine.ConfigSource.Reload(); // Refresh config
|
||||
m_ScriptEngine.ReadConfig();
|
||||
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust number of running script threads if not correct
|
||||
if (m_ScriptEngine.m_EventQueueManager.eventQueueThreads.Count != m_ScriptEngine.m_EventQueueManager.numberOfThreads)
|
||||
{
|
||||
//
|
||||
// Adjust number of running script threads if not correct
|
||||
//
|
||||
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
|
||||
}
|
||||
|
||||
|
||||
// Check if any script has exceeded its max execution time
|
||||
if (m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
|
||||
{
|
||||
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens > m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
|
||||
//
|
||||
// Check if any script has exceeded its max execution time
|
||||
//
|
||||
if (m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
|
||||
{
|
||||
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
|
||||
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
|
||||
// We are enforcing execution time
|
||||
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
|
||||
m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
|
||||
{
|
||||
// Its time to check again
|
||||
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
|
||||
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (ThreadAbortException tae)
|
||||
{
|
||||
catch (Exception ex)
|
||||
{
|
||||
m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName, "Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
|
||||
Thread.Sleep(5000);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
/// <summary>
|
||||
/// If set to true then threads and stuff should try to make a graceful exit
|
||||
/// </summary>
|
||||
public bool PleaseShutdown
|
||||
{
|
||||
get { return _PleaseShutdown; }
|
||||
set { _PleaseShutdown = value; }
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,27 +42,28 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
/// </summary>
|
||||
///
|
||||
[Serializable]
|
||||
public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine
|
||||
public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule
|
||||
{
|
||||
public Scene World;
|
||||
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
|
||||
public EventQueueManager m_EventQueueManager; // Executes events
|
||||
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
|
||||
public AppDomainManager m_AppDomainManager;
|
||||
public LSLLongCmdHandler m_LSLLongCmdHandler;
|
||||
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
|
||||
public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
|
||||
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
|
||||
public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains
|
||||
public AsyncLSLCommandManager m_ASYNCLSLCommandManager; // Asyncronous LSL commands (commands that returns with an event)
|
||||
public MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
|
||||
|
||||
public IConfigSource ConfigSource;
|
||||
public IConfig ScriptConfigSource;
|
||||
public abstract string ScriptConfigSourceName { get; }
|
||||
public abstract string ScriptEngineName { get; }
|
||||
|
||||
/// <summary>
|
||||
/// How many seconds between re-reading config-file. 0 = never. ScriptEngine will try to adjust to new config changes.
|
||||
/// </summary>
|
||||
public int ReReadConfigFileSeconds {
|
||||
get { return (int)(ReReadConfigFilens / 10000); }
|
||||
set { ReReadConfigFilens = value * 10000; }
|
||||
public int RefreshConfigFileSeconds {
|
||||
get { return (int)(RefreshConfigFilens / 10000); }
|
||||
set { RefreshConfigFilens = value * 10000; }
|
||||
}
|
||||
public long ReReadConfigFilens = 0;
|
||||
public long RefreshConfigFilens = 0;
|
||||
|
||||
public ScriptManager GetScriptManager()
|
||||
{
|
||||
|
@ -88,21 +89,22 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
{
|
||||
World = Sceneworld;
|
||||
m_log = logger;
|
||||
ScriptConfigSource = ConfigSource.Configs[ScriptConfigSourceName];
|
||||
ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
|
||||
|
||||
Log.Verbose("ScriptEngine", "DotNet & LSL ScriptEngine initializing");
|
||||
Log.Verbose(ScriptEngineName, "DotNet & LSL ScriptEngine initializing");
|
||||
|
||||
//m_logger.Status("ScriptEngine", "InitializeEngine");
|
||||
//m_logger.Status(ScriptEngineName, "InitializeEngine");
|
||||
|
||||
// Create all objects we'll be using
|
||||
m_EventQueueManager = new EventQueueManager(this);
|
||||
m_EventManager = new EventManager(this, HookUpToServer);
|
||||
m_ScriptManager = newScriptManager;
|
||||
//m_ScriptManager = new ScriptManager(this);
|
||||
m_AppDomainManager = new AppDomainManager(ScriptConfigSource.GetInt("ScriptsPerAppDomain", 1));
|
||||
m_LSLLongCmdHandler = new LSLLongCmdHandler(this);
|
||||
m_AppDomainManager = new AppDomainManager(this);
|
||||
m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this);
|
||||
m_MaintenanceThread = new MaintenanceThread(this);
|
||||
|
||||
ReadConfig();
|
||||
|
||||
ReReadConfigFileSeconds = ScriptConfigSource.GetInt("ReReadConfig", 0);
|
||||
|
||||
|
||||
// Should we iterate the region for scripts that needs starting?
|
||||
|
@ -118,6 +120,26 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
{
|
||||
return this.m_EventManager;
|
||||
}
|
||||
public void ReadConfig()
|
||||
{
|
||||
#if DEBUG
|
||||
Log.Debug(ScriptEngineName, "Refreshing configuration for all modules");
|
||||
#endif
|
||||
RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 0);
|
||||
|
||||
// Reload from disk
|
||||
ConfigSource.Reload();
|
||||
// Create a new object (probably not necessary?)
|
||||
// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
|
||||
|
||||
if (m_EventQueueManager != null) m_EventQueueManager.ReadConfig();
|
||||
if (m_EventManager != null) m_EventManager.ReadConfig();
|
||||
if (m_ScriptManager != null) m_ScriptManager.ReadConfig();
|
||||
if (m_AppDomainManager != null) m_AppDomainManager.ReadConfig();
|
||||
if (m_ASYNCLSLCommandManager != null) m_ASYNCLSLCommandManager.ReadConfig();
|
||||
if (m_MaintenanceThread != null) m_MaintenanceThread.ReadConfig();
|
||||
|
||||
}
|
||||
|
||||
|
||||
#region IRegionModule
|
||||
|
@ -134,7 +156,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
|
||||
public string Name
|
||||
{
|
||||
get { return "DotNetEngine"; }
|
||||
get { return "Common." + ScriptEngineName; }
|
||||
}
|
||||
|
||||
public bool IsSharedModule
|
||||
|
@ -146,5 +168,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// If set to true then threads and stuff should try to make a graceful exit
|
||||
/// </summary>
|
||||
public bool PleaseShutdown
|
||||
{
|
||||
get { return _PleaseShutdown; }
|
||||
set { _PleaseShutdown = value; }
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
|
||||
}
|
||||
}
|
|
@ -57,12 +57,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
// This so that scripts starting or stopping will not slow down other theads or whole system.
|
||||
//
|
||||
[Serializable]
|
||||
public abstract class ScriptManager
|
||||
public abstract class ScriptManager : iScriptEngineFunctionModule
|
||||
{
|
||||
#region Declares
|
||||
|
||||
private Thread scriptLoadUnloadThread;
|
||||
private int scriptLoadUnloadThread_IdleSleepms = 100;
|
||||
private int scriptLoadUnloadThread_IdleSleepms;
|
||||
private Queue<LUStruct> LUQueue = new Queue<LUStruct>();
|
||||
|
||||
|
||||
|
@ -95,6 +95,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
|
||||
#endregion
|
||||
|
||||
public void ReadConfig()
|
||||
{
|
||||
scriptLoadUnloadThread_IdleSleepms = m_scriptEngine.ScriptConfigSource.GetInt("ScriptLoadUnloadLoopms", 30);
|
||||
}
|
||||
|
||||
#region Object init/shutdown
|
||||
|
||||
public ScriptEngineBase.ScriptEngine m_scriptEngine;
|
||||
|
@ -102,6 +107,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
public ScriptManager(ScriptEngineBase.ScriptEngine scriptEngine)
|
||||
{
|
||||
m_scriptEngine = scriptEngine;
|
||||
ReadConfig();
|
||||
AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
|
||||
scriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
|
||||
scriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
|
||||
|
@ -238,7 +244,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
|
||||
#endif
|
||||
// Execute a function in the script
|
||||
//m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
|
||||
//m_scriptEngine.Log.Verbose(ScriptEngineName, "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
|
||||
//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
|
||||
IScript Script = GetScript(localID, itemID);
|
||||
if (Script == null)
|
||||
|
@ -345,5 +351,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// If set to true then threads and stuff should try to make a graceful exit
|
||||
/// </summary>
|
||||
public bool PleaseShutdown
|
||||
{
|
||||
get { return _PleaseShutdown; }
|
||||
set { _PleaseShutdown = value; }
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
{
|
||||
public interface iScriptEngineFunctionModule
|
||||
{
|
||||
void ReadConfig();
|
||||
bool PleaseShutdown { get; set; }
|
||||
}
|
||||
}
|
|
@ -48,7 +48,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
|||
return new ScriptManager(this);
|
||||
}
|
||||
|
||||
public override string ScriptConfigSourceName
|
||||
public override string ScriptEngineName
|
||||
{
|
||||
get { return "ScriptEngine.DotNetEngine"; }
|
||||
}
|
||||
|
|
|
@ -124,7 +124,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
|
|||
|
||||
|
||||
// Stop long command on script
|
||||
m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);
|
||||
m_scriptEngine.m_ASYNCLSLCommandManager.RemoveScript(localID, itemID);
|
||||
|
||||
IScript LSLBC = GetScript(localID, itemID);
|
||||
if (LSLBC == null)
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine
|
|||
return new ScriptManager(this);
|
||||
}
|
||||
|
||||
public override string ScriptConfigSourceName
|
||||
public override string ScriptEngineName
|
||||
{
|
||||
get { return "ScriptEngine.LSOEngine"; }
|
||||
}
|
||||
|
|
|
@ -127,7 +127,7 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine
|
|||
|
||||
|
||||
// Stop long command on script
|
||||
m_scriptEngine.m_LSLLongCmdHandler.RemoveScript(localID, itemID);
|
||||
m_scriptEngine.m_ASYNCLSLCommandManager.RemoveScript(localID, itemID);
|
||||
|
||||
IScript LSLBC = GetScript(localID, itemID);
|
||||
if (LSLBC == null)
|
||||
|
|
|
@ -123,6 +123,13 @@ shout_distance = 100
|
|||
; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
|
||||
; But because most scripts exit after their task, the threads are free to go on to the next script.
|
||||
|
||||
; Refresh ScriptEngine config options (these settings) every xx seconds
|
||||
; 0 = Do not refresh
|
||||
; Set it to number of seconds between refresh, for example 30.
|
||||
; Will allow you to change ScriptEngine settings while server is running just by editing this file.
|
||||
; For example to increase or decrease number of threads.
|
||||
RefreshConfig=0
|
||||
|
||||
; Number of threads to use for script event execution
|
||||
; Threads are shared across all regions
|
||||
NumberOfScriptThreads=2
|
||||
|
@ -136,6 +143,7 @@ ScriptThreadPriority=BelowNormal
|
|||
; Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions>
|
||||
; false: All regions share <NumberOfScriptThreads> for all their scripts
|
||||
; Note! If you run multiple script engines based on "OpenSim.Region.ScriptEngine.Common" then all of them will share the same threads.
|
||||
; *** This setting will not work until you restart OpenSim
|
||||
PrivateRegionThreads=false
|
||||
|
||||
; How long MAX should a script event be allowed to run (per event execution)?
|
||||
|
@ -164,5 +172,14 @@ SleepTimeIfNoScriptExecutionMs=50
|
|||
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
|
||||
ScriptsPerAppDomain=1
|
||||
|
||||
; ReRead ScriptEngine config options how often?
|
||||
ReReadConfig=0
|
||||
; Script loading / unloading sleep
|
||||
; How long load/unload thread should sleep if there is nothing to do
|
||||
; Higher value makes it respond slower when scripts are added/removed from prims
|
||||
; But once active it will process all in queue before sleeping again
|
||||
ScriptLoadUnloadLoopms=30
|
||||
|
||||
; Async LL command sleep
|
||||
; If no async LL commands are waiting, how long should thread sleep before checking again
|
||||
; Async LL commands are LSL-commands that causes an event to be fired back with result
|
||||
AsyncLLCommandLoopms=50
|
||||
|
||||
|
|
Loading…
Reference in New Issue