Merge branch 'master' into bullet-2.82
commit
e5b269e9a0
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@ -32,6 +32,7 @@ using System.Reflection;
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using System.Text;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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@ -560,7 +561,7 @@ namespace OpenSim.Groups
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// so we have the list of urls to send the notice to
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// this may take a long time...
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Util.RunThreadNoTimeout(delegate
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Watchdog.RunInThread(delegate
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{
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foreach (string u in urls)
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{
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@ -571,7 +572,7 @@ namespace OpenSim.Groups
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hasAttachment, attType, attName, attItemID, AgentUUIForOutside(attOwnerID));
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}
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}
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}, "AddGroupNotice", null);
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}, string.Format("AddGroupNotice (agent {0}, group {1})", RequestingAgentID, groupID) , null);
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return true;
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}
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@ -187,15 +187,16 @@ namespace OpenSim.Framework.Monitoring
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/// <param name="priority">Priority to run the thread at</param>
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/// <param name="isBackground">True to run this thread as a background thread, otherwise false</param>
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/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
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/// <param name="log">If true then creation of thread is logged.</param>
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/// <returns>The newly created Thread object</returns>
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public static Thread StartThread(
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ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout)
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ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
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{
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return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, DEFAULT_WATCHDOG_TIMEOUT_MS);
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return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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}
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/// <summary>
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/// Start a new thread that is tracked by the watchdog timer
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/// Start a new thread that is tracked by the watchdog
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/// </summary>
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/// <param name="start">The method that will be executed in a new thread</param>
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/// <param name="name">A name to give to the new thread</param>
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@ -208,10 +209,11 @@ namespace OpenSim.Framework.Monitoring
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/// Normally, this will just return some useful debugging information.
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/// </param>
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/// <param name="timeout">Number of milliseconds to wait until we issue a warning about timeout.</param>
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/// <param name="log">If true then creation of thread is logged.</param>
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/// <returns>The newly created Thread object</returns>
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public static Thread StartThread(
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ThreadStart start, string name, ThreadPriority priority, bool isBackground,
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bool alarmIfTimeout, Func<string> alarmMethod, int timeout)
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bool alarmIfTimeout, Func<string> alarmMethod, int timeout, bool log = true)
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{
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Thread thread = new Thread(start);
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thread.Name = name;
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@ -222,8 +224,9 @@ namespace OpenSim.Framework.Monitoring
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= new ThreadWatchdogInfo(thread, timeout)
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{ AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
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m_log.DebugFormat(
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"[WATCHDOG]: Started tracking thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
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if (log)
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m_log.DebugFormat(
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"[WATCHDOG]: Started tracking thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
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lock (m_threads)
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m_threads.Add(twi.Thread.ManagedThreadId, twi);
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@ -233,6 +236,39 @@ namespace OpenSim.Framework.Monitoring
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return thread;
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}
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/// <summary>
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/// Run the callback in a new thread immediately. If the thread exits with an exception log it but do
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/// not propogate it.
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/// </summary>
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/// <param name="callback">Code for the thread to execute.</param>
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/// <param name="name">Name of the thread</param>
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/// <param name="obj">Object to pass to the thread.</param>
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public static void RunInThread(WaitCallback callback, string name, object obj, bool log = false)
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{
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if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
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{
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Culture.SetCurrentCulture();
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callback(obj);
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return;
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}
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ThreadStart ts = new ThreadStart(delegate()
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{
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try
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{
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Culture.SetCurrentCulture();
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callback(obj);
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Watchdog.RemoveThread(log:false);
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}
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catch (Exception e)
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{
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m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
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}
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});
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StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
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}
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/// <summary>
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/// Marks the current thread as alive
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/// </summary>
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@ -244,24 +280,26 @@ namespace OpenSim.Framework.Monitoring
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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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/// <param name="log">If true then normal events in thread removal are not logged.</param>
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/// <returns>
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/// True if the thread was removed from the list of tracked
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/// threads, otherwise false
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/// </returns>
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public static bool RemoveThread()
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public static bool RemoveThread(bool log = true)
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{
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return RemoveThread(Thread.CurrentThread.ManagedThreadId);
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return RemoveThread(Thread.CurrentThread.ManagedThreadId, log);
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}
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private static bool RemoveThread(int threadID)
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private static bool RemoveThread(int threadID, bool log = true)
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{
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lock (m_threads)
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{
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ThreadWatchdogInfo twi;
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if (m_threads.TryGetValue(threadID, out twi))
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{
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m_log.DebugFormat(
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"[WATCHDOG]: Removing thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
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if (log)
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m_log.DebugFormat(
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"[WATCHDOG]: Removing thread {0}, ID {1}", twi.Thread.Name, twi.Thread.ManagedThreadId);
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twi.Cleanup();
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m_threads.Remove(threadID);
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@ -2399,36 +2399,6 @@ namespace OpenSim.Framework
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#endregion FireAndForget Threading Pattern
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/// <summary>
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/// Run the callback on a different thread, outside the thread pool. This is used for tasks
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/// that may take a long time.
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/// </summary>
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public static void RunThreadNoTimeout(WaitCallback callback, string name, object obj)
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{
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if (FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
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{
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Culture.SetCurrentCulture();
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callback(obj);
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return;
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}
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Thread t = new Thread(delegate()
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{
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try
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{
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Culture.SetCurrentCulture();
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callback(obj);
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}
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catch (Exception e)
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{
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m_log.Error("Exception in thread " + name, e);
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}
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});
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t.Name = name;
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t.Start();
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}
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// 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
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{
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StartInbound();
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StartOutbound();
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OqrEngine.Start();
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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@ -491,6 +492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + Scene.Name);
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base.StopOutbound();
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base.StopInbound();
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OqrEngine.Stop();
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}
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protected override bool EnablePools()
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@ -92,7 +92,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"debug lludp oqre",
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"debug lludp oqre <start|stop|status>",
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"Start, stop or get status of OutgoingQueueRefillEngine.",
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"Experimental.",
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"If stopped then refill requests are processed directly via the threadpool.",
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HandleOqreCommand);
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}
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@ -43,6 +43,7 @@ using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@ -963,7 +964,8 @@ namespace OpenSim.Region.CoreModules.Asset
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case "assets":
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con.Output("Ensuring assets are cached for all scenes.");
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Util.RunThreadNoTimeout(delegate {
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Watchdog.RunInThread(delegate
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{
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int assetReferenceTotal = TouchAllSceneAssets(true);
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con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
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}, "TouchAllSceneAssets", null);
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@ -34,6 +34,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Archiver;
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@ -356,7 +357,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
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options, ReceivedAllAssets);
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Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
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Watchdog.RunInThread(o => ar.Execute(), string.Format("AssetsRequest ({0})", m_scene.Name), null);
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}
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else
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{
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@ -33,6 +33,7 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Data;
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using OpenSim.Server.Base;
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using OpenSim.Region.Framework.Interfaces;
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@ -183,12 +184,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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// Protect ourselves against the caller subsequently modifying the items list
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List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
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Util.RunThreadNoTimeout(delegate
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Watchdog.RunInThread(delegate
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{
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foreach (InventoryItemBase item in items)
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if (!string.IsNullOrEmpty(item.CreatorData))
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UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
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}, "GetFolderContent", null);
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}, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID), null);
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}
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return invCol;
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@ -36,6 +36,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Terrain;
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@ -371,7 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
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// that users can enter the scene. If we allow the scripts to start in the loop above
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// then they significantly increase the time until the OAR finishes loading.
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Util.RunThreadNoTimeout(delegate(object o)
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Watchdog.RunInThread(o =>
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{
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Thread.Sleep(15000);
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m_log.Info("[ARCHIVER]: Starting scripts in scene objects");
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@ -386,7 +387,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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sceneContext.SceneObjects.Clear();
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}
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}, "ReadArchiveStartScripts", null);
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}, string.Format("ReadArchiveStartScripts (request {0})", m_requestId), null);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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@ -36,6 +36,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Region.CoreModules.World.Terrain;
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using OpenSim.Region.Framework.Interfaces;
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@ -199,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_rootScene.AssetService, m_rootScene.UserAccountService,
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m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
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Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
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Watchdog.RunInThread(o => ar.Execute(), "Archive Assets Request", null);
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// CloseArchive() will be called from ReceivedAllAssets()
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}
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@ -33,6 +33,7 @@ using System.Timers;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Services.Interfaces;
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@ -226,7 +227,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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finally
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{
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if (timedOut)
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Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", true);
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Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", true);
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}
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}
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@ -295,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// We want to stop using the asset cache thread asap
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// as we now need to do the work of producing the rest of the archive
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Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", false);
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Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", false);
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}
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else
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{
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@ -1623,7 +1623,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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tmpMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.RunThreadNoTimeout(delegate { CleanTempObjects(); m_cleaningTemps = false; }, "CleanTempObjects", null);
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Watchdog.RunInThread(
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delegate { CleanTempObjects(); m_cleaningTemps = false; },
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string.Format("CleanTempObjects ({0})", Name),
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null);
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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@ -1803,7 +1808,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_backingup)
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{
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m_backingup = true;
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Util.RunThreadNoTimeout(BackupWaitCallback, "BackupWaitCallback", null);
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Watchdog.RunInThread(o => Backup(false), string.Format("BackupWaitCallback ({0})", Name), null);
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}
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}
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@ -1814,14 +1819,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_eventManager.TriggerOnFrame();
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}
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/// <summary>
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/// Wrapper for Backup() that can be called with Util.RunThreadNoTimeout()
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/// </summary>
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private void BackupWaitCallback(object o)
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{
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Backup(false);
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}
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/// <summary>
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/// Backup the scene.
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|
|
|
@ -37,6 +37,7 @@ using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Animation;
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using OpenSim.Region.Framework.Scenes.Types;
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|
@ -3362,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
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SentInitialDataToClient = true;
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|
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// Send all scene object to the new client
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Util.RunThreadNoTimeout(delegate
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Watchdog.RunInThread(delegate
|
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{
|
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
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|
@ -3380,8 +3381,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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if (e != null && e is SceneObjectGroup)
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((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
|
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}
|
||||
|
||||
}, "SendInitialDataToClient", null);
|
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}, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -2489,6 +2489,7 @@
|
|||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
|
||||
<Reference name="OpenSim.Framework"/>
|
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<Reference name="OpenSim.Framework.Monitoring"/>
|
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<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
|
|
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