One more: Async LSL command thread is also shared now.
parent
9b675a6888
commit
f06a6573bb
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@ -41,28 +41,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// </summary>
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public class AsyncLSLCommandManager : iScriptEngineFunctionModule
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{
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private Thread cmdHandlerThread;
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private static Thread cmdHandlerThread;
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private int cmdHandlerThreadCycleSleepms;
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private ScriptEngine m_ScriptEngine;
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public AsyncLSLCommandManager(ScriptEngine _ScriptEngine)
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public AsyncLSLCommandManager()
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{
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m_ScriptEngine = _ScriptEngine;
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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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cmdHandlerThread.Name = "CmdHandlerThread";
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cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
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cmdHandlerThread.IsBackground = true;
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cmdHandlerThread.Start();
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OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
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StartThread();
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}
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private void StartThread()
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{
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if (cmdHandlerThread == null)
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{
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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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cmdHandlerThread.Name = "AsyncLSLCmdHandlerThread";
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cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
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cmdHandlerThread.IsBackground = true;
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cmdHandlerThread.Start();
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OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
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}
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}
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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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cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 100);
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}
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~AsyncLSLCommandManager()
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@ -88,29 +96,46 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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while (true)
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{
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// Check timers
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CheckTimerEvents();
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Thread.Sleep(25);
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// Check HttpRequests
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CheckHttpRequests();
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Thread.Sleep(25);
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// Check XMLRPCRequests
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CheckXMLRPCRequests();
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Thread.Sleep(25);
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// Check Listeners
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CheckListeners();
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Thread.Sleep(25);
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// Sleep before next cycle
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//Thread.Sleep(cmdHandlerThreadCycleSleepms);
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try
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{
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while (true)
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{
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Thread.Sleep(cmdHandlerThreadCycleSleepms);
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lock (ScriptEngine.ScriptEngines)
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{
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foreach (ScriptEngine se in ScriptEngine.ScriptEngines)
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{
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m_ScriptEngine = se;
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m_ScriptEngine.m_ASYNCLSLCommandManager.DoOneCmdHandlerPass();
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}
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}
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// Sleep before next cycle
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//Thread.Sleep(cmdHandlerThreadCycleSleepms);
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}
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}
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catch
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{
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}
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}
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}
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internal void DoOneCmdHandlerPass()
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{
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// Check timers
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CheckTimerEvents();
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// Check HttpRequests
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CheckHttpRequests();
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// Check XMLRPCRequests
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CheckXMLRPCRequests();
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// Check Listeners
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CheckListeners();
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}
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/// <summary>
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/// Remove a specific script (and all its pending commands)
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/// </summary>
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/// <param name="m_localID"></param>
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/// <param name="m_itemID"></param>
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/// <param name="localID"></param>
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/// <param name="itemID"></param>
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public void RemoveScript(uint localID, LLUUID itemID)
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{
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// Remove a specific script
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@ -73,38 +73,40 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = 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 = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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//lock (ScriptEngine.ScriptEngines)
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//{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Lowest;
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break;
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case "belownormal":
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MyThreadPriority = ThreadPriority.BelowNormal;
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break;
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case "normal":
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MyThreadPriority = ThreadPriority.Normal;
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break;
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case "abovenormal":
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MyThreadPriority = ThreadPriority.AboveNormal;
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break;
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case "highest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
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"\" in config file. Defaulting to \"BelowNormal\".");
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break;
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}
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}
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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nothingToDoSleepms = 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 = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
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switch (pri.ToLower())
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{
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case "lowest":
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MyThreadPriority = ThreadPriority.Lowest;
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break;
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case "belownormal":
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MyThreadPriority = ThreadPriority.BelowNormal;
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break;
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case "normal":
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MyThreadPriority = ThreadPriority.Normal;
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break;
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case "abovenormal":
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MyThreadPriority = ThreadPriority.AboveNormal;
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break;
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case "highest":
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MyThreadPriority = ThreadPriority.Highest;
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break;
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default:
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MyThreadPriority = ThreadPriority.BelowNormal; // Default
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m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
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"\" in config file. Defaulting to \"BelowNormal\".");
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break;
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}
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}
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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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@ -187,159 +189,163 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void DoProcessQueue()
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{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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lastScriptEngine = m_ScriptEngine;
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// Every now and then check if we should shut down
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//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
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//{
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// // Someone should shut down, lets get exclusive lock
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// lock (EventQueueManager.ThreadsToExitLock)
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// {
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// // Lets re-check in case someone grabbed it
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// if (EventQueueManager.ThreadsToExit > 0)
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// {
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// // Its crowded here so we'll shut down
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// EventQueueManager.ThreadsToExit--;
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// Stop();
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// return;
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// }
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// else
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// {
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// // We have been asked to shut down
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// Stop();
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// return;
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// }
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// }
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//}
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//try
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// {
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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//if (PleaseShutdown)
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// return;
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if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
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//lock (ScriptEngine.ScriptEngines)
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//{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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// Nothing to do? Sleep a bit waiting for something to do
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Thread.Sleep(nothingToDoSleepms);
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}
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else
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{
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// Something in queue, process
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
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lastScriptEngine = m_ScriptEngine;
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// Every now and then check if we should shut down
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//if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
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//{
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// // Someone should shut down, lets get exclusive lock
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// lock (EventQueueManager.ThreadsToExitLock)
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// {
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// // Lets re-check in case someone grabbed it
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// if (EventQueueManager.ThreadsToExit > 0)
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// {
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// // Its crowded here so we'll shut down
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// EventQueueManager.ThreadsToExit--;
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// Stop();
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// return;
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// }
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// else
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// {
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// // We have been asked to shut down
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// Stop();
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// return;
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// }
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// }
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//}
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
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lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
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//try
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// {
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EventQueueManager.QueueItemStruct QIS = BlankQIS;
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bool GotItem = false;
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//if (PleaseShutdown)
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// return;
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if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
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{
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GotItem = false;
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for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
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{
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// Get queue item
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QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
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// Check if object is being processed by someone else
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if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
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{
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// Object is already being processed, requeue it
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m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
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}
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else
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{
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// We have lock on an object and can process it
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GotItem = true;
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break;
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}
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}
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// Nothing to do? Sleep a bit waiting for something to do
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Thread.Sleep(nothingToDoSleepms);
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}
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if (GotItem == true)
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else
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{
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// Execute function
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try
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{
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///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
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// "Executing event:\r\n"
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// + "QIS.localID: " + QIS.localID
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// + ", QIS.itemID: " + QIS.itemID
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// + ", QIS.functionName: " +
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// QIS.functionName);
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#endif
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LastExecutionStarted = DateTime.Now.Ticks;
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KillCurrentScript = false;
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InExecution = true;
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m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
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QIS.itemID,
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QIS.functionName,
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QIS.llDetectParams,
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QIS.param);
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InExecution = false;
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}
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catch (Exception e)
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{
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InExecution = false;
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// DISPLAY ERROR INWORLD
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string text = "Error executing script function \"" + QIS.functionName +
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"\":\r\n";
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if (e.InnerException != null)
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{
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// Send inner exception
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text += e.InnerException.Message.ToString();
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}
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else
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{
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text += "\r\n";
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// Send normal
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text += e.Message.ToString();
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}
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if (KillCurrentScript)
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text += "\r\nScript will be deactivated!";
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// Something in queue, process
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//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
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try
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// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
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lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
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{
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GotItem = false;
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for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
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{
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if (text.Length > 1500)
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text = text.Substring(0, 1500);
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IScriptHost m_host =
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m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
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//if (m_host != null)
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//{
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m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
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ChatTypeEnum.Say, 0,
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m_host.AbsolutePosition,
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m_host.Name, m_host.UUID);
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}
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catch
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{
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//}
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//else
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//{
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// T oconsole
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
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"Unable to send text in-world:\r\n" +
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text);
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}
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finally
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{
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// So we are done sending message in-world
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if (KillCurrentScript)
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// Get queue item
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QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
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// Check if object is being processed by someone else
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if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
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{
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
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QIS.localID, QIS.itemID);
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// Object is already being processed, requeue it
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m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
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}
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else
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{
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// We have lock on an object and can process it
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GotItem = true;
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break;
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}
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}
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}
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finally
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if (GotItem == true)
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{
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InExecution = false;
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m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
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// Execute function
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try
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{
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///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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//eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
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// "Executing event:\r\n"
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// + "QIS.localID: " + QIS.localID
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// + ", QIS.itemID: " + QIS.itemID
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// + ", QIS.functionName: " +
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// QIS.functionName);
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#endif
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LastExecutionStarted = DateTime.Now.Ticks;
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KillCurrentScript = false;
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InExecution = true;
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m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
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QIS.itemID,
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QIS.functionName,
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QIS.llDetectParams,
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QIS.param);
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InExecution = false;
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}
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catch (Exception e)
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{
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InExecution = false;
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// DISPLAY ERROR INWORLD
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string text = "Error executing script function \"" + QIS.functionName +
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"\":\r\n";
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if (e.InnerException != null)
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{
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// Send inner exception
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text += e.InnerException.Message.ToString();
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}
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else
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{
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text += "\r\n";
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// Send normal
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text += e.Message.ToString();
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}
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if (KillCurrentScript)
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text += "\r\nScript will be deactivated!";
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try
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{
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if (text.Length > 1500)
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text = text.Substring(0, 1500);
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IScriptHost m_host =
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m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
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//if (m_host != null)
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//{
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m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
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ChatTypeEnum.Say, 0,
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m_host.AbsolutePosition,
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m_host.Name, m_host.UUID);
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}
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catch
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{
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//}
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//else
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//{
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// T oconsole
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName +
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"]: " +
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"Unable to send text in-world:\r\n" +
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text);
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}
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finally
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{
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// So we are done sending message in-world
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if (KillCurrentScript)
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{
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
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QIS.localID, QIS.itemID);
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}
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}
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}
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finally
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{
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InExecution = false;
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m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
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}
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}
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}
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}
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}
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// }
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}
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///// <summary>
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@ -63,13 +63,18 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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{
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// Bad hack, but we need a m_ScriptEngine :)
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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lock (ScriptEngine.ScriptEngines)
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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MaintenanceLoopTicks_ScriptLoadUnload = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
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MaintenanceLoopTicks_Other = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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MaintenanceLoopTicks_ScriptLoadUnload =
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m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
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MaintenanceLoopTicks_Other =
|
||||
m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
|
||||
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -159,52 +164,53 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
MaintenanceLoopTicks_Other_Count++;
|
||||
|
||||
|
||||
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
|
||||
lock (ScriptEngine.ScriptEngines)
|
||||
{
|
||||
lastScriptEngine = m_ScriptEngine;
|
||||
// Re-reading config every x seconds
|
||||
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
|
||||
foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
|
||||
{
|
||||
MaintenanceLoopTicks_Other_ResetCount = true;
|
||||
if (m_ScriptEngine.RefreshConfigFilens > 0)
|
||||
lastScriptEngine = m_ScriptEngine;
|
||||
// Re-reading config every x seconds
|
||||
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
|
||||
{
|
||||
|
||||
// Check if its time to re-read config
|
||||
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
|
||||
m_ScriptEngine.RefreshConfigFilens)
|
||||
MaintenanceLoopTicks_Other_ResetCount = true;
|
||||
if (m_ScriptEngine.RefreshConfigFilens > 0)
|
||||
{
|
||||
//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
|
||||
// Its time to re-read config file
|
||||
m_ScriptEngine.ReadConfig();
|
||||
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
|
||||
}
|
||||
|
||||
|
||||
// Adjust number of running script threads if not correct
|
||||
if (m_ScriptEngine.m_EventQueueManager != null)
|
||||
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
|
||||
|
||||
// Check if any script has exceeded its max execution time
|
||||
if (EventQueueManager.EnforceMaxExecutionTime)
|
||||
{
|
||||
// We are enforcing execution time
|
||||
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
|
||||
EventQueueManager.maxFunctionExecutionTimens)
|
||||
// Check if its time to re-read config
|
||||
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
|
||||
m_ScriptEngine.RefreshConfigFilens)
|
||||
{
|
||||
// Its time to check again
|
||||
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
|
||||
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
|
||||
//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
|
||||
// Its time to re-read config file
|
||||
m_ScriptEngine.ReadConfig();
|
||||
Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
|
||||
}
|
||||
|
||||
|
||||
// Adjust number of running script threads if not correct
|
||||
if (m_ScriptEngine.m_EventQueueManager != null)
|
||||
m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
|
||||
|
||||
// Check if any script has exceeded its max execution time
|
||||
if (EventQueueManager.EnforceMaxExecutionTime)
|
||||
{
|
||||
// We are enforcing execution time
|
||||
if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
|
||||
EventQueueManager.maxFunctionExecutionTimens)
|
||||
{
|
||||
// Its time to check again
|
||||
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
|
||||
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
|
||||
{
|
||||
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
|
||||
// LOAD / UNLOAD SCRIPTS
|
||||
if (m_ScriptEngine.m_ScriptManager != null)
|
||||
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
|
||||
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
|
||||
{
|
||||
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
|
||||
// LOAD / UNLOAD SCRIPTS
|
||||
if (m_ScriptEngine.m_ScriptManager != null)
|
||||
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -84,7 +84,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
public ScriptEngine()
|
||||
{
|
||||
Common.mySE = this; // For logging, just need any instance, doesn't matter
|
||||
ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
|
||||
lock (ScriptEngines)
|
||||
{
|
||||
ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
|
||||
}
|
||||
}
|
||||
|
||||
public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
|
||||
|
@ -107,7 +110,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
newScriptManager.Start();
|
||||
m_ScriptManager = newScriptManager;
|
||||
m_AppDomainManager = new AppDomainManager(this);
|
||||
m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this);
|
||||
m_ASYNCLSLCommandManager = new AsyncLSLCommandManager();
|
||||
if (m_MaintenanceThread == null)
|
||||
m_MaintenanceThread = new MaintenanceThread();
|
||||
|
||||
|
@ -121,7 +124,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
public void Shutdown()
|
||||
{
|
||||
// We are shutting down
|
||||
ScriptEngines.Remove(this);
|
||||
lock (ScriptEngines)
|
||||
{
|
||||
ScriptEngines.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
|
||||
|
@ -136,13 +142,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
|||
#endif
|
||||
RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);
|
||||
|
||||
// Reload from disk? No!
|
||||
//ConfigSource.Reload();
|
||||
//if (File.Exists(OpenSim.Application.iniFilePath))
|
||||
//{
|
||||
// //ConfigSource.Merge(new IniConfigSource(OpenSim.Application.iniFilePath));
|
||||
//}
|
||||
|
||||
|
||||
// Create a new object (probably not necessary?)
|
||||
// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
|
||||
|
@ -179,15 +178,6 @@ 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;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -210,12 +210,6 @@ SleepTimeIfNoScriptExecutionMs=50
|
|||
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
|
||||
ScriptsPerAppDomain=1
|
||||
|
||||
; 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
|
||||
|
||||
|
||||
; MaintenanceLoop
|
||||
; How often to run maintenance loop
|
||||
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
|
||||
|
@ -224,6 +218,10 @@ MaintenanceLoopms=50
|
|||
; How many maintenanceloops between each of these.
|
||||
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
|
||||
; Script loading/unloading
|
||||
|
||||
; 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
|
||||
MaintenanceLoopTicks_ScriptLoadUnload=1
|
||||
|
||||
; Other tasks
|
||||
|
|
Loading…
Reference in New Issue