diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs
index fbdfff87de..556593dc4f 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs
@@ -41,28 +41,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
///
public class AsyncLSLCommandManager : iScriptEngineFunctionModule
{
- private Thread cmdHandlerThread;
+ private static Thread cmdHandlerThread;
private int cmdHandlerThreadCycleSleepms;
private ScriptEngine m_ScriptEngine;
- public AsyncLSLCommandManager(ScriptEngine _ScriptEngine)
+ public AsyncLSLCommandManager()
{
- m_ScriptEngine = _ScriptEngine;
+ //m_ScriptEngine = _ScriptEngine;
ReadConfig();
- // Start the thread that will be doing the work
- cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
- cmdHandlerThread.Name = "CmdHandlerThread";
- cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
- cmdHandlerThread.IsBackground = true;
- cmdHandlerThread.Start();
- OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
+ StartThread();
+ }
+
+ private void StartThread()
+ {
+ if (cmdHandlerThread == null)
+ {
+ // Start the thread that will be doing the work
+ cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
+ cmdHandlerThread.Name = "AsyncLSLCmdHandlerThread";
+ cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
+ cmdHandlerThread.IsBackground = true;
+ cmdHandlerThread.Start();
+ OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
+ }
}
public void ReadConfig()
{
- cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50);
+ cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 100);
}
~AsyncLSLCommandManager()
@@ -88,29 +96,46 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
while (true)
{
- // Check timers
- CheckTimerEvents();
- Thread.Sleep(25);
- // Check HttpRequests
- CheckHttpRequests();
- Thread.Sleep(25);
- // Check XMLRPCRequests
- CheckXMLRPCRequests();
- Thread.Sleep(25);
- // Check Listeners
- CheckListeners();
- Thread.Sleep(25);
-
- // Sleep before next cycle
- //Thread.Sleep(cmdHandlerThreadCycleSleepms);
+ try
+ {
+ while (true)
+ {
+ Thread.Sleep(cmdHandlerThreadCycleSleepms);
+ lock (ScriptEngine.ScriptEngines)
+ {
+ foreach (ScriptEngine se in ScriptEngine.ScriptEngines)
+ {
+ m_ScriptEngine = se;
+ m_ScriptEngine.m_ASYNCLSLCommandManager.DoOneCmdHandlerPass();
+ }
+ }
+ // Sleep before next cycle
+ //Thread.Sleep(cmdHandlerThreadCycleSleepms);
+ }
+ }
+ catch
+ {
+ }
}
}
+ internal void DoOneCmdHandlerPass()
+ {
+ // Check timers
+ CheckTimerEvents();
+ // Check HttpRequests
+ CheckHttpRequests();
+ // Check XMLRPCRequests
+ CheckXMLRPCRequests();
+ // Check Listeners
+ CheckListeners();
+ }
+
///
/// Remove a specific script (and all its pending commands)
///
- ///
- ///
+ ///
+ ///
public void RemoveScript(uint localID, LLUUID itemID)
{
// Remove a specific script
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
index c0edcc412b..a70e93b00a 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
@@ -73,38 +73,40 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
- foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
- {
- ScriptEngineName = m_ScriptEngine.ScriptEngineName;
- nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
-
- // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
- string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
- switch (pri.ToLower())
+ //lock (ScriptEngine.ScriptEngines)
+ //{
+ foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
- case "lowest":
- MyThreadPriority = ThreadPriority.Lowest;
- break;
- case "belownormal":
- MyThreadPriority = ThreadPriority.BelowNormal;
- break;
- case "normal":
- MyThreadPriority = ThreadPriority.Normal;
- break;
- case "abovenormal":
- MyThreadPriority = ThreadPriority.AboveNormal;
- break;
- case "highest":
- MyThreadPriority = ThreadPriority.Highest;
- break;
- default:
- MyThreadPriority = ThreadPriority.BelowNormal; // Default
- m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
- "\" in config file. Defaulting to \"BelowNormal\".");
- break;
- }
- }
+ ScriptEngineName = m_ScriptEngine.ScriptEngineName;
+ nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
+ // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
+ string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
+ switch (pri.ToLower())
+ {
+ case "lowest":
+ MyThreadPriority = ThreadPriority.Lowest;
+ break;
+ case "belownormal":
+ MyThreadPriority = ThreadPriority.BelowNormal;
+ break;
+ case "normal":
+ MyThreadPriority = ThreadPriority.Normal;
+ break;
+ case "abovenormal":
+ MyThreadPriority = ThreadPriority.AboveNormal;
+ break;
+ case "highest":
+ MyThreadPriority = ThreadPriority.Highest;
+ break;
+ default:
+ MyThreadPriority = ThreadPriority.BelowNormal; // Default
+ m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
+ "\" in config file. Defaulting to \"BelowNormal\".");
+ break;
+ }
+ }
+ //}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
@@ -187,159 +189,163 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void DoProcessQueue()
{
- foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
- {
- lastScriptEngine = m_ScriptEngine;
- // Every now and then check if we should shut down
- //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
- //{
- // // Someone should shut down, lets get exclusive lock
- // lock (EventQueueManager.ThreadsToExitLock)
- // {
- // // Lets re-check in case someone grabbed it
- // if (EventQueueManager.ThreadsToExit > 0)
- // {
- // // Its crowded here so we'll shut down
- // EventQueueManager.ThreadsToExit--;
- // Stop();
- // return;
- // }
- // else
- // {
- // // We have been asked to shut down
- // Stop();
- // return;
- // }
- // }
- //}
-
- //try
- // {
- EventQueueManager.QueueItemStruct QIS = BlankQIS;
- bool GotItem = false;
-
- //if (PleaseShutdown)
- // return;
-
- if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
+ //lock (ScriptEngine.ScriptEngines)
+ //{
+ foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
- }
- else
- {
- // Something in queue, process
- //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
+ lastScriptEngine = m_ScriptEngine;
+ // Every now and then check if we should shut down
+ //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
+ //{
+ // // Someone should shut down, lets get exclusive lock
+ // lock (EventQueueManager.ThreadsToExitLock)
+ // {
+ // // Lets re-check in case someone grabbed it
+ // if (EventQueueManager.ThreadsToExit > 0)
+ // {
+ // // Its crowded here so we'll shut down
+ // EventQueueManager.ThreadsToExit--;
+ // Stop();
+ // return;
+ // }
+ // else
+ // {
+ // // We have been asked to shut down
+ // Stop();
+ // return;
+ // }
+ // }
+ //}
- // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
- lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
+ //try
+ // {
+ EventQueueManager.QueueItemStruct QIS = BlankQIS;
+ bool GotItem = false;
+
+ //if (PleaseShutdown)
+ // return;
+
+ if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
{
- GotItem = false;
- for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
- {
- // Get queue item
- QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
-
- // Check if object is being processed by someone else
- if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
- {
- // Object is already being processed, requeue it
- m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
- }
- else
- {
- // We have lock on an object and can process it
- GotItem = true;
- break;
- }
- }
+ // Nothing to do? Sleep a bit waiting for something to do
+ Thread.Sleep(nothingToDoSleepms);
}
-
- if (GotItem == true)
+ else
{
- // Execute function
- try
- {
- ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
-#if DEBUG
- //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
- // "Executing event:\r\n"
- // + "QIS.localID: " + QIS.localID
- // + ", QIS.itemID: " + QIS.itemID
- // + ", QIS.functionName: " +
- // QIS.functionName);
-#endif
- LastExecutionStarted = DateTime.Now.Ticks;
- KillCurrentScript = false;
- InExecution = true;
- m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
- QIS.itemID,
- QIS.functionName,
- QIS.llDetectParams,
- QIS.param);
- InExecution = false;
- }
- catch (Exception e)
- {
- InExecution = false;
- // DISPLAY ERROR INWORLD
- string text = "Error executing script function \"" + QIS.functionName +
- "\":\r\n";
- if (e.InnerException != null)
- {
- // Send inner exception
- text += e.InnerException.Message.ToString();
- }
- else
- {
- text += "\r\n";
- // Send normal
- text += e.Message.ToString();
- }
- if (KillCurrentScript)
- text += "\r\nScript will be deactivated!";
+ // Something in queue, process
+ //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
- try
+ // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
+ lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
+ {
+ GotItem = false;
+ for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
{
- if (text.Length > 1500)
- text = text.Substring(0, 1500);
- IScriptHost m_host =
- m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
- //if (m_host != null)
- //{
- m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
- ChatTypeEnum.Say, 0,
- m_host.AbsolutePosition,
- m_host.Name, m_host.UUID);
- }
- catch
- {
- //}
- //else
- //{
- // T oconsole
- m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
- "Unable to send text in-world:\r\n" +
- text);
- }
- finally
- {
- // So we are done sending message in-world
- if (KillCurrentScript)
+ // Get queue item
+ QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
+
+ // Check if object is being processed by someone else
+ if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
{
- m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
- QIS.localID, QIS.itemID);
+ // Object is already being processed, requeue it
+ m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
+ }
+ else
+ {
+ // We have lock on an object and can process it
+ GotItem = true;
+ break;
}
}
}
- finally
+
+ if (GotItem == true)
{
- InExecution = false;
- m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
+ // Execute function
+ try
+ {
+ ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
+#if DEBUG
+ //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
+ // "Executing event:\r\n"
+ // + "QIS.localID: " + QIS.localID
+ // + ", QIS.itemID: " + QIS.itemID
+ // + ", QIS.functionName: " +
+ // QIS.functionName);
+#endif
+ LastExecutionStarted = DateTime.Now.Ticks;
+ KillCurrentScript = false;
+ InExecution = true;
+ m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
+ QIS.itemID,
+ QIS.functionName,
+ QIS.llDetectParams,
+ QIS.param);
+ InExecution = false;
+ }
+ catch (Exception e)
+ {
+ InExecution = false;
+ // DISPLAY ERROR INWORLD
+ string text = "Error executing script function \"" + QIS.functionName +
+ "\":\r\n";
+ if (e.InnerException != null)
+ {
+ // Send inner exception
+ text += e.InnerException.Message.ToString();
+ }
+ else
+ {
+ text += "\r\n";
+ // Send normal
+ text += e.Message.ToString();
+ }
+ if (KillCurrentScript)
+ text += "\r\nScript will be deactivated!";
+
+ try
+ {
+ if (text.Length > 1500)
+ text = text.Substring(0, 1500);
+ IScriptHost m_host =
+ m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
+ //if (m_host != null)
+ //{
+ m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
+ ChatTypeEnum.Say, 0,
+ m_host.AbsolutePosition,
+ m_host.Name, m_host.UUID);
+ }
+ catch
+ {
+ //}
+ //else
+ //{
+ // T oconsole
+ m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName +
+ "]: " +
+ "Unable to send text in-world:\r\n" +
+ text);
+ }
+ finally
+ {
+ // So we are done sending message in-world
+ if (KillCurrentScript)
+ {
+ m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
+ QIS.localID, QIS.itemID);
+ }
+ }
+ }
+ finally
+ {
+ InExecution = false;
+ m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
+ }
}
}
}
- }
+ // }
}
/////
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
index e0ec27fe34..eb57a9e45a 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
@@ -63,13 +63,18 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
// Bad hack, but we need a m_ScriptEngine :)
- foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
+ lock (ScriptEngine.ScriptEngines)
{
- MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
- MaintenanceLoopTicks_ScriptLoadUnload = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
- MaintenanceLoopTicks_Other = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
+ foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
+ {
+ MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
+ MaintenanceLoopTicks_ScriptLoadUnload =
+ m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
+ 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();
+ }
}
}
}
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
index 60416ebe6d..b861ad50c7 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptEngine.cs
@@ -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
- ///
- /// If set to true then threads and stuff should try to make a graceful exit
- ///
- //public bool PleaseShutdown
- //{
- // get { return _PleaseShutdown; }
- // set { _PleaseShutdown = value; }
- //}
- //private bool _PleaseShutdown = false;
}
}
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 793fe5b3ac..084d9f7805 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -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