Merge branch 'master' into bullet-2.82

mb-throttle-test
Robert Adams 2014-09-05 21:20:02 -07:00
commit e5b269e9a0
14 changed files with 82 additions and 66 deletions

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@ -32,6 +32,7 @@ using System.Reflection;
using System.Text;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
@ -560,7 +561,7 @@ namespace OpenSim.Groups
// so we have the list of urls to send the notice to
// this may take a long time...
Util.RunThreadNoTimeout(delegate
Watchdog.RunInThread(delegate
{
foreach (string u in urls)
{
@ -571,7 +572,7 @@ namespace OpenSim.Groups
hasAttachment, attType, attName, attItemID, AgentUUIForOutside(attOwnerID));
}
}
}, "AddGroupNotice", null);
}, string.Format("AddGroupNotice (agent {0}, group {1})", RequestingAgentID, groupID) , null);
return true;
}

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@ -187,15 +187,16 @@ namespace OpenSim.Framework.Monitoring
/// <param name="priority">Priority to run the thread at</param>
/// <param name="isBackground">True to run this thread as a background thread, otherwise false</param>
/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
/// <param name="log">If true then creation of thread is logged.</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(
ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout)
ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
{
return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, DEFAULT_WATCHDOG_TIMEOUT_MS);
return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, DEFAULT_WATCHDOG_TIMEOUT_MS, log);
}
/// <summary>
/// Start a new thread that is tracked by the watchdog timer
/// Start a new thread that is tracked by the watchdog
/// </summary>
/// <param name="start">The method that will be executed in a new thread</param>
/// <param name="name">A name to give to the new thread</param>
@ -208,10 +209,11 @@ namespace OpenSim.Framework.Monitoring
/// Normally, this will just return some useful debugging information.
/// </param>
/// <param name="timeout">Number of milliseconds to wait until we issue a warning about timeout.</param>
/// <param name="log">If true then creation of thread is logged.</param>
/// <returns>The newly created Thread object</returns>
public static Thread StartThread(
ThreadStart start, string name, ThreadPriority priority, bool isBackground,
bool alarmIfTimeout, Func<string> alarmMethod, int timeout)
bool alarmIfTimeout, Func<string> alarmMethod, int timeout, bool log = true)
{
Thread thread = new Thread(start);
thread.Name = name;
@ -222,8 +224,9 @@ namespace OpenSim.Framework.Monitoring
= new ThreadWatchdogInfo(thread, timeout)
{ AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
m_log.DebugFormat(
"[WATCHDOG]: Started tracking thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
if (log)
m_log.DebugFormat(
"[WATCHDOG]: Started tracking thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
lock (m_threads)
m_threads.Add(twi.Thread.ManagedThreadId, twi);
@ -233,6 +236,39 @@ namespace OpenSim.Framework.Monitoring
return thread;
}
/// <summary>
/// Run the callback in a new thread immediately. If the thread exits with an exception log it but do
/// not propogate it.
/// </summary>
/// <param name="callback">Code for the thread to execute.</param>
/// <param name="name">Name of the thread</param>
/// <param name="obj">Object to pass to the thread.</param>
public static void RunInThread(WaitCallback callback, string name, object obj, bool log = false)
{
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
return;
}
ThreadStart ts = new ThreadStart(delegate()
{
try
{
Culture.SetCurrentCulture();
callback(obj);
Watchdog.RemoveThread(log:false);
}
catch (Exception e)
{
m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
}
});
StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
}
/// <summary>
/// Marks the current thread as alive
/// </summary>
@ -244,24 +280,26 @@ namespace OpenSim.Framework.Monitoring
/// <summary>
/// Stops watchdog tracking on the current thread
/// </summary>
/// <param name="log">If true then normal events in thread removal are not logged.</param>
/// <returns>
/// True if the thread was removed from the list of tracked
/// threads, otherwise false
/// </returns>
public static bool RemoveThread()
public static bool RemoveThread(bool log = true)
{
return RemoveThread(Thread.CurrentThread.ManagedThreadId);
return RemoveThread(Thread.CurrentThread.ManagedThreadId, log);
}
private static bool RemoveThread(int threadID)
private static bool RemoveThread(int threadID, bool log = true)
{
lock (m_threads)
{
ThreadWatchdogInfo twi;
if (m_threads.TryGetValue(threadID, out twi))
{
m_log.DebugFormat(
"[WATCHDOG]: Removing thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
if (log)
m_log.DebugFormat(
"[WATCHDOG]: Removing thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
twi.Cleanup();
m_threads.Remove(threadID);

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@ -2399,36 +2399,6 @@ namespace OpenSim.Framework
#endregion FireAndForget Threading Pattern
/// <summary>
/// Run the callback on a different thread, outside the thread pool. This is used for tasks
/// that may take a long time.
/// </summary>
public static void RunThreadNoTimeout(WaitCallback callback, string name, object obj)
{
if (FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
return;
}
Thread t = new Thread(delegate()
{
try
{
Culture.SetCurrentCulture();
callback(obj);
}
catch (Exception e)
{
m_log.Error("Exception in thread " + name, e);
}
});
t.Name = name;
t.Start();
}
/// <summary>
/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
/// and negative every 24.9 days. This trims down TickCount so it doesn't wrap

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@ -447,6 +447,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
StartInbound();
StartOutbound();
OqrEngine.Start();
m_elapsedMSSinceLastStatReport = Environment.TickCount;
}
@ -491,6 +492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + Scene.Name);
base.StopOutbound();
base.StopInbound();
OqrEngine.Stop();
}
protected override bool EnablePools()

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@ -92,7 +92,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"debug lludp oqre",
"debug lludp oqre <start|stop|status>",
"Start, stop or get status of OutgoingQueueRefillEngine.",
"Experimental.",
"If stopped then refill requests are processed directly via the threadpool.",
HandleOqreCommand);
}

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@ -43,6 +43,7 @@ using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@ -963,7 +964,8 @@ namespace OpenSim.Region.CoreModules.Asset
case "assets":
con.Output("Ensuring assets are cached for all scenes.");
Util.RunThreadNoTimeout(delegate {
Watchdog.RunInThread(delegate
{
int assetReferenceTotal = TouchAllSceneAssets(true);
con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
}, "TouchAllSceneAssets", null);

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@ -34,6 +34,7 @@ using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
@ -356,7 +357,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
options, ReceivedAllAssets);
Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
Watchdog.RunInThread(o => ar.Execute(), string.Format("AssetsRequest ({0})", m_scene.Name), null);
}
else
{

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@ -33,6 +33,7 @@ using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Data;
using OpenSim.Server.Base;
using OpenSim.Region.Framework.Interfaces;
@ -183,12 +184,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
// Protect ourselves against the caller subsequently modifying the items list
List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
Util.RunThreadNoTimeout(delegate
Watchdog.RunInThread(delegate
{
foreach (InventoryItemBase item in items)
if (!string.IsNullOrEmpty(item.CreatorData))
UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
}, "GetFolderContent", null);
}, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID), null);
}
return invCol;

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@ -36,6 +36,7 @@ using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Terrain;
@ -371,7 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
// that users can enter the scene. If we allow the scripts to start in the loop above
// then they significantly increase the time until the OAR finishes loading.
Util.RunThreadNoTimeout(delegate(object o)
Watchdog.RunInThread(o =>
{
Thread.Sleep(15000);
m_log.Info("[ARCHIVER]: Starting scripts in scene objects");
@ -386,7 +387,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
sceneContext.SceneObjects.Clear();
}
}, "ReadArchiveStartScripts", null);
}, string.Format("ReadArchiveStartScripts (request {0})", m_requestId), null);
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");

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@ -36,6 +36,7 @@ using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
@ -199,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_rootScene.AssetService, m_rootScene.UserAccountService,
m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
Watchdog.RunInThread(o => ar.Execute(), "Archive Assets Request", null);
// CloseArchive() will be called from ReceivedAllAssets()
}

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@ -33,6 +33,7 @@ using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Services.Interfaces;
@ -226,7 +227,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
finally
{
if (timedOut)
Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", true);
Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", true);
}
}
@ -295,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// We want to stop using the asset cache thread asap
// as we now need to do the work of producing the rest of the archive
Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", false);
Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", false);
}
else
{

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@ -1623,7 +1623,12 @@ namespace OpenSim.Region.Framework.Scenes
{
tmpMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
Util.RunThreadNoTimeout(delegate { CleanTempObjects(); m_cleaningTemps = false; }, "CleanTempObjects", null);
Watchdog.RunInThread(
delegate { CleanTempObjects(); m_cleaningTemps = false; },
string.Format("CleanTempObjects ({0})", Name),
null);
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
@ -1803,7 +1808,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!m_backingup)
{
m_backingup = true;
Util.RunThreadNoTimeout(BackupWaitCallback, "BackupWaitCallback", null);
Watchdog.RunInThread(o => Backup(false), string.Format("BackupWaitCallback ({0})", Name), null);
}
}
@ -1814,14 +1819,6 @@ namespace OpenSim.Region.Framework.Scenes
{
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Wrapper for Backup() that can be called with Util.RunThreadNoTimeout()
/// </summary>
private void BackupWaitCallback(object o)
{
Backup(false);
}
/// <summary>
/// Backup the scene.

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@ -37,6 +37,7 @@ using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Animation;
using OpenSim.Region.Framework.Scenes.Types;
@ -3362,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
SentInitialDataToClient = true;
// Send all scene object to the new client
Util.RunThreadNoTimeout(delegate
Watchdog.RunInThread(delegate
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
@ -3380,8 +3381,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e != null && e is SceneObjectGroup)
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
}
}, "SendInitialDataToClient", null);
}, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), null);
}
/// <summary>

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@ -2489,6 +2489,7 @@
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Monitoring"/>
<Reference name="OpenSim.Data"/>
<Reference name="OpenSim.Framework.Servers"/>
<Reference name="OpenSim.Framework.Servers.HttpServer"/>