One more: Async LSL command thread is also shared now.

afrisby-rexmerge
Tedd Hansen 2008-02-22 22:24:12 +00:00
parent 9b675a6888
commit f06a6573bb
5 changed files with 289 additions and 264 deletions

View File

@ -41,28 +41,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
/// </summary> /// </summary>
public class AsyncLSLCommandManager : iScriptEngineFunctionModule public class AsyncLSLCommandManager : iScriptEngineFunctionModule
{ {
private Thread cmdHandlerThread; private static Thread cmdHandlerThread;
private int cmdHandlerThreadCycleSleepms; private int cmdHandlerThreadCycleSleepms;
private ScriptEngine m_ScriptEngine; private ScriptEngine m_ScriptEngine;
public AsyncLSLCommandManager(ScriptEngine _ScriptEngine) public AsyncLSLCommandManager()
{ {
m_ScriptEngine = _ScriptEngine; //m_ScriptEngine = _ScriptEngine;
ReadConfig(); ReadConfig();
// Start the thread that will be doing the work StartThread();
cmdHandlerThread = new Thread(CmdHandlerThreadLoop); }
cmdHandlerThread.Name = "CmdHandlerThread";
cmdHandlerThread.Priority = ThreadPriority.BelowNormal; private void StartThread()
cmdHandlerThread.IsBackground = true; {
cmdHandlerThread.Start(); if (cmdHandlerThread == null)
OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread); {
// 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() public void ReadConfig()
{ {
cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50); cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 100);
} }
~AsyncLSLCommandManager() ~AsyncLSLCommandManager()
@ -88,29 +96,46 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{ {
while (true) while (true)
{ {
// Check timers try
CheckTimerEvents(); {
Thread.Sleep(25); while (true)
// Check HttpRequests {
CheckHttpRequests(); Thread.Sleep(cmdHandlerThreadCycleSleepms);
Thread.Sleep(25); lock (ScriptEngine.ScriptEngines)
// Check XMLRPCRequests {
CheckXMLRPCRequests(); foreach (ScriptEngine se in ScriptEngine.ScriptEngines)
Thread.Sleep(25); {
// Check Listeners m_ScriptEngine = se;
CheckListeners(); m_ScriptEngine.m_ASYNCLSLCommandManager.DoOneCmdHandlerPass();
Thread.Sleep(25); }
}
// Sleep before next cycle // Sleep before next cycle
//Thread.Sleep(cmdHandlerThreadCycleSleepms); //Thread.Sleep(cmdHandlerThreadCycleSleepms);
}
}
catch
{
}
} }
} }
internal void DoOneCmdHandlerPass()
{
// Check timers
CheckTimerEvents();
// Check HttpRequests
CheckHttpRequests();
// Check XMLRPCRequests
CheckXMLRPCRequests();
// Check Listeners
CheckListeners();
}
/// <summary> /// <summary>
/// Remove a specific script (and all its pending commands) /// Remove a specific script (and all its pending commands)
/// </summary> /// </summary>
/// <param name="m_localID"></param> /// <param name="localID"></param>
/// <param name="m_itemID"></param> /// <param name="itemID"></param>
public void RemoveScript(uint localID, LLUUID itemID) public void RemoveScript(uint localID, LLUUID itemID)
{ {
// Remove a specific script // Remove a specific script

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@ -73,38 +73,40 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig() public void ReadConfig()
{ {
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) //lock (ScriptEngine.ScriptEngines)
{ //{
ScriptEngineName = m_ScriptEngine.ScriptEngineName; foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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": ScriptEngineName = m_ScriptEngine.ScriptEngineName;
MyThreadPriority = ThreadPriority.Lowest; nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
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;
}
}
// 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 // Now set that priority
if (EventQueueThread != null) if (EventQueueThread != null)
if (EventQueueThread.IsAlive) if (EventQueueThread.IsAlive)
@ -187,159 +189,163 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void DoProcessQueue() public void DoProcessQueue()
{ {
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) //lock (ScriptEngine.ScriptEngines)
{ //{
lastScriptEngine = m_ScriptEngine; foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
// 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)
{ {
// Nothing to do? Sleep a bit waiting for something to do lastScriptEngine = m_ScriptEngine;
Thread.Sleep(nothingToDoSleepms); // Every now and then check if we should shut down
} //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
else //{
{ // // Someone should shut down, lets get exclusive lock
// Something in queue, process // lock (EventQueueManager.ThreadsToExitLock)
//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); // {
// // 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 //try
lock (m_ScriptEngine.m_EventQueueManager.eventQueue) // {
EventQueueManager.QueueItemStruct QIS = BlankQIS;
bool GotItem = false;
//if (PleaseShutdown)
// return;
if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
{ {
GotItem = false; // Nothing to do? Sleep a bit waiting for something to do
for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++) Thread.Sleep(nothingToDoSleepms);
{
// 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;
}
}
} }
else
if (GotItem == true)
{ {
// Execute function // Something in queue, process
try //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
{
///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 // 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) // Get queue item
text = text.Substring(0, 1500); QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
IScriptHost m_host =
m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); // Check if object is being processed by someone else
//if (m_host != null) if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
//{
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( // Object is already being processed, requeue it
QIS.localID, QIS.itemID); 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; // Execute function
m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID); 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);
}
} }
} }
} }
} // }
} }
///// <summary> ///// <summary>

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@ -63,13 +63,18 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig() public void ReadConfig()
{ {
// Bad hack, but we need a m_ScriptEngine :) // 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); foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
MaintenanceLoopTicks_ScriptLoadUnload = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1); {
MaintenanceLoopTicks_Other = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10); 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++; MaintenanceLoopTicks_Other_Count++;
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) lock (ScriptEngine.ScriptEngines)
{ {
lastScriptEngine = m_ScriptEngine; foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
// Re-reading config every x seconds
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
{ {
MaintenanceLoopTicks_Other_ResetCount = true; lastScriptEngine = m_ScriptEngine;
if (m_ScriptEngine.RefreshConfigFilens > 0) // Re-reading config every x seconds
if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
{ {
MaintenanceLoopTicks_Other_ResetCount = true;
// Check if its time to re-read config if (m_ScriptEngine.RefreshConfigFilens > 0)
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
{ {
//Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens ); // Check if its time to re-read config
// Its time to re-read config file if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.ReadConfig(); m_ScriptEngine.RefreshConfigFilens)
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 //Console.WriteLine("Time passed: " + (DateTime.Now.Ticks - Last_ReReadConfigFilens) + ">" + m_ScriptEngine.RefreshConfigFilens );
m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check // Its time to re-read config file
Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time 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)
} {
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload) MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true;
{ // LOAD / UNLOAD SCRIPTS
MaintenanceLoopTicks_ScriptLoadUnload_ResetCount = true; if (m_ScriptEngine.m_ScriptManager != null)
// LOAD / UNLOAD SCRIPTS m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
if (m_ScriptEngine.m_ScriptManager != null) }
m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
} }
} }
} }

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@ -84,7 +84,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public ScriptEngine() public ScriptEngine()
{ {
Common.mySE = this; // For logging, just need any instance, doesn't matter 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) public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
@ -107,7 +110,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
newScriptManager.Start(); newScriptManager.Start();
m_ScriptManager = newScriptManager; m_ScriptManager = newScriptManager;
m_AppDomainManager = new AppDomainManager(this); m_AppDomainManager = new AppDomainManager(this);
m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this); m_ASYNCLSLCommandManager = new AsyncLSLCommandManager();
if (m_MaintenanceThread == null) if (m_MaintenanceThread == null)
m_MaintenanceThread = new MaintenanceThread(); m_MaintenanceThread = new MaintenanceThread();
@ -121,7 +124,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void Shutdown() public void Shutdown()
{ {
// We are shutting down // We are shutting down
ScriptEngines.Remove(this); lock (ScriptEngines)
{
ScriptEngines.Remove(this);
}
} }
ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager() ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
@ -136,13 +142,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
#endif #endif
RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30); 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?) // Create a new object (probably not necessary?)
// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName]; // ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
@ -179,15 +178,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
#endregion #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;
} }
} }

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@ -210,12 +210,6 @@ SleepTimeIfNoScriptExecutionMs=50
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
ScriptsPerAppDomain=1 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 ; MaintenanceLoop
; How often to run maintenance loop ; 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 ; 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. ; How many maintenanceloops between each of these.
; (if 2 then function will be executed every MaintenanceLoopms*2 ms) ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
; Script loading/unloading ; 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 MaintenanceLoopTicks_ScriptLoadUnload=1
; Other tasks ; Other tasks