From this commit and a few hours into the future ScriptEngine will be unstable:
* Speeding up ScriptEngine shutdown * Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution) You can choose more script exec threads if you want of course. In this commit: Sharing maintenance thread between all regions.
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@@ -27,6 +27,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Nini.Config;
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using OpenSim.Framework.Console;
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@@ -46,13 +47,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
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public Scene World;
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public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
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public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
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public ScriptManager m_ScriptManager; // Load, unload and execute scripts
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public AppDomainManager m_AppDomainManager; // Handles loading/unloading of scripts into AppDomains
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public AsyncLSLCommandManager m_ASYNCLSLCommandManager; // Asyncronous LSL commands (commands that returns with an event)
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public MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
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public static MaintenanceThread m_MaintenanceThread; // Thread that does different kinds of maintenance, for example refreshing config and killing scripts that has been running too long
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public IConfigSource ConfigSource;
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public IConfig ScriptConfigSource;
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@@ -74,15 +76,15 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public abstract ScriptManager _GetScriptManager();
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public log4net.ILog Log
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public static log4net.ILog Log
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{
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get { return m_log; }
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}
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public ScriptEngine()
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{
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//Common.SendToDebug("ScriptEngine Object Initialized");
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Common.mySE = this;
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Common.mySE = this; // For logging, just need any instance, doesn't matter
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ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
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}
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public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
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@@ -106,7 +108,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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m_ScriptManager = newScriptManager;
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m_AppDomainManager = new AppDomainManager(this);
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m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this);
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m_MaintenanceThread = new MaintenanceThread(this);
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if (m_MaintenanceThread == null)
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m_MaintenanceThread = new MaintenanceThread();
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m_log.Info("[" + ScriptEngineName + "]: Reading configuration from config section \"" + ScriptEngineName + "\"");
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ReadConfig();
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@@ -118,6 +121,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void Shutdown()
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{
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// We are shutting down
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ScriptEngines.Remove(this);
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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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@@ -178,12 +182,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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//public bool PleaseShutdown
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//{
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// get { return _PleaseShutdown; }
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// set { _PleaseShutdown = value; }
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//}
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//private bool _PleaseShutdown = false;
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}
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}
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