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>
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();
StartThread();
}
private void StartThread()
{
if (cmdHandlerThread == null)
{
// Start the thread that will be doing the work
cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
cmdHandlerThread.Name = "CmdHandlerThread";
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);
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();
}
/// <summary>
/// Remove a specific script (and all its pending commands)
/// </summary>
/// <param name="m_localID"></param>
/// <param name="m_itemID"></param>
/// <param name="localID"></param>
/// <param name="itemID"></param>
public void RemoveScript(uint localID, LLUUID itemID)
{
// Remove a specific script

View File

@ -73,6 +73,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
//lock (ScriptEngine.ScriptEngines)
//{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
ScriptEngineName = m_ScriptEngine.ScriptEngineName;
@ -104,7 +106,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
break;
}
}
//}
// Now set that priority
if (EventQueueThread != null)
if (EventQueueThread.IsAlive)
@ -187,6 +189,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void DoProcessQueue()
{
//lock (ScriptEngine.ScriptEngines)
//{
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
{
lastScriptEngine = m_ScriptEngine;
@ -318,7 +322,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
//else
//{
// T oconsole
m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName +
"]: " +
"Unable to send text in-world:\r\n" +
text);
}
@ -340,6 +345,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
}
}
}
// }
}
///// <summary>

View File

@ -63,15 +63,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
// Bad hack, but we need a m_ScriptEngine :)
lock (ScriptEngine.ScriptEngines)
{
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);
MaintenanceLoopTicks_ScriptLoadUnload =
m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
MaintenanceLoopTicks_Other =
m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
return;
}
}
}
#region " Maintenance thread "
/// <summary>
@ -159,7 +164,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
MaintenanceLoopTicks_Other_Count++;
foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
lock (ScriptEngine.ScriptEngines)
{
foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
{
lastScriptEngine = m_ScriptEngine;
// Re-reading config every x seconds
@ -168,7 +175,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
MaintenanceLoopTicks_Other_ResetCount = true;
if (m_ScriptEngine.RefreshConfigFilens > 0)
{
// Check if its time to re-read config
if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
m_ScriptEngine.RefreshConfigFilens)
@ -197,7 +203,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
}
}
}
}
if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
{
@ -209,6 +214,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
}
}
}
}
catch (Exception ex)
{
if (lastScriptEngine != null)

View File

@ -84,8 +84,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public ScriptEngine()
{
Common.mySE = this; // For logging, just need any instance, doesn't matter
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();
@ -121,8 +124,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void Shutdown()
{
// We are shutting down
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;
}
}

View File

@ -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