OpenSimMirror/OpenSim/Framework/Monitoring/JobEngine.cs

322 lines
11 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Concurrent;
using System.Reflection;
using System.Threading;
using log4net;
using OpenSim.Framework;
namespace OpenSim.Framework.Monitoring
{
public class JobEngine
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public int LogLevel { get; set; }
private object JobLock = new object();
public string Name { get; private set; }
public string LoggingName { get; private set; }
/// <summary>
/// Is this engine running?
/// </summary>
public bool IsRunning { get; private set; }
/// <summary>
/// The current job that the engine is running.
/// </summary>
/// <remarks>
/// Will be null if no job is currently running.
/// </remarks>
private Job m_currentJob;
public Job CurrentJob { get { return m_currentJob;} }
/// <summary>
/// Number of jobs waiting to be processed.
/// </summary>
public int JobsWaiting { get { return m_jobQueue.Count; } }
/// <summary>
/// The timeout in milliseconds to wait for at least one event to be written when the recorder is stopping.
/// </summary>
public int RequestProcessTimeoutOnStop { get; set; }
/// <summary>
/// Controls whether we need to warn in the log about exceeding the max queue size.
/// </summary>
/// <remarks>
/// This is flipped to false once queue max has been exceeded and back to true when it falls below max, in
/// order to avoid spamming the log with lots of warnings.
/// </remarks>
private bool m_warnOverMaxQueue = true;
private BlockingCollection<Job> m_jobQueue = new BlockingCollection<Job>(5000);
private CancellationTokenSource m_cancelSource;
private int m_timeout = -1;
private bool m_threadRunnig = false;
public JobEngine(string name, string loggingName, int timeout = -1)
{
Name = name;
LoggingName = loggingName;
m_timeout = timeout;
RequestProcessTimeoutOnStop = 5000;
}
public void Start()
{
lock (JobLock)
{
if (IsRunning)
return;
IsRunning = true;
m_cancelSource = new CancellationTokenSource();
WorkManager.RunInThreadPool(ProcessRequests, null, Name, false);
m_threadRunnig = true;
}
}
public void Stop()
{
lock (JobLock)
{
try
{
if (!IsRunning)
return;
m_log.DebugFormat("[JobEngine] Stopping {0}", Name);
IsRunning = false;
if(m_threadRunnig)
{
m_cancelSource.Cancel();
m_threadRunnig = false;
}
}
finally
{
if(m_cancelSource != null)
m_cancelSource.Dispose();
}
}
}
/// <summary>
/// Make a job.
/// </summary>
/// <remarks>
/// We provide this method to replace the constructor so that we can later pool job objects if necessary to
/// reduce memory churn. Normally one would directly call QueueJob() with parameters anyway.
/// </remarks>
/// <returns></returns>
/// <param name="name">Name.</param>
/// <param name="action">Action.</param>
/// <param name="commonId">Common identifier.</param>
public static Job MakeJob(string name, Action action, string commonId = null)
{
return Job.MakeJob(name, action, commonId);
}
/// <summary>
/// Remove the next job queued for processing.
/// </summary>
/// <remarks>
/// Returns null if there is no next job.
/// Will not remove a job currently being performed.
/// </remarks>
public Job RemoveNextJob()
{
Job nextJob;
m_jobQueue.TryTake(out nextJob);
return nextJob;
}
/// <summary>
/// Queue the job for processing.
/// </summary>
/// <returns><c>true</c>, if job was queued, <c>false</c> otherwise.</returns>
/// <param name="name">Name of job. This appears on the console and in logging.</param>
/// <param name="action">Action to perform.</param>
/// <param name="commonId">
/// Common identifier for a set of jobs. This is allows a set of jobs to be removed
/// if required (e.g. all jobs for a given agent. Optional.
/// </param>
public bool QueueJob(string name, Action action, string commonId = null)
{
return QueueJob(MakeJob(name, action, commonId));
}
/// <summary>
/// Queue the job for processing.
/// </summary>
/// <returns><c>true</c>, if job was queued, <c>false</c> otherwise.</returns>
/// <param name="job">The job</param>
/// </param>
public bool QueueJob(Job job)
{
lock(JobLock)
{
if(!IsRunning)
return false;
if(!m_threadRunnig)
{
WorkManager.RunInThreadPool(ProcessRequests, null, Name, false);
m_threadRunnig = true;
}
}
if (m_jobQueue.Count < m_jobQueue.BoundedCapacity)
{
m_jobQueue.Add(job);
if (!m_warnOverMaxQueue)
m_warnOverMaxQueue = true;
return true;
}
else
{
if (m_warnOverMaxQueue)
{
m_log.WarnFormat(
"[{0}]: Job queue at maximum capacity, not recording job from {1} in {2}",
LoggingName, job.Name, Name);
m_warnOverMaxQueue = false;
}
return false;
}
}
private void ProcessRequests(Object o)
{
while(IsRunning)
{
try
{
if(!m_jobQueue.TryTake(out m_currentJob, m_timeout, m_cancelSource.Token))
{
lock(JobLock)
m_threadRunnig = false;
break;
}
}
catch(ObjectDisposedException)
{
m_log.DebugFormat("[JobEngine] {0} stopping ignoring {1} jobs in queue",
Name,m_jobQueue.Count);
break;
}
catch(OperationCanceledException)
{
break;
}
if(LogLevel >= 1)
m_log.DebugFormat("[{0}]: Processing job {1}",LoggingName,m_currentJob.Name);
try
{
m_currentJob.Action();
}
catch(Exception e)
{
m_log.Error(
string.Format(
"[{0}]: Job {1} failed, continuing. Exception ",LoggingName,m_currentJob.Name),e);
}
if(LogLevel >= 1)
m_log.DebugFormat("[{0}]: Processed job {1}",LoggingName,m_currentJob.Name);
m_currentJob = null;
}
}
public class Job
{
/// <summary>
/// Name of the job.
/// </summary>
/// <remarks>
/// This appears on console and debug output.
/// </remarks>
public string Name { get; private set; }
/// <summary>
/// Common ID for this job.
/// </summary>
/// <remarks>
/// This allows all jobs with a certain common ID (e.g. a client UUID) to be removed en-masse if required.
/// Can be null if this is not required.
/// </remarks>
public string CommonId { get; private set; }
/// <summary>
/// Action to perform when this job is processed.
/// </summary>
public Action Action { get; private set; }
private Job(string name, string commonId, Action action)
{
Name = name;
CommonId = commonId;
Action = action;
}
/// <summary>
/// Make a job. It needs to be separately queued.
/// </summary>
/// <remarks>
/// We provide this method to replace the constructor so that we can pool job objects if necessary to
/// to reduce memory churn. Normally one would directly call JobEngine.QueueJob() with parameters anyway.
/// </remarks>
/// <returns></returns>
/// <param name="name">Name.</param>
/// <param name="action">Action.</param>
/// <param name="commonId">Common identifier.</param>
public static Job MakeJob(string name, Action action, string commonId = null)
{
return new Job(name, commonId, action);
}
}
}
}