Execution threads are now shared between regions too. Default thread count regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
But, this is totally completely untested. So it probably won't work for another patch or five.
This commit is contained in:
@@ -40,27 +40,27 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
/// <summary>
|
||||
/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
|
||||
/// </summary>
|
||||
public class EventQueueThreadClass: iScriptEngineFunctionModule
|
||||
public class EventQueueThreadClass : iScriptEngineFunctionModule
|
||||
{
|
||||
/// <summary>
|
||||
/// How many ms to sleep if queue is empty
|
||||
/// </summary>
|
||||
private int nothingToDoSleepms;// = 50;
|
||||
private ThreadPriority MyThreadPriority;
|
||||
private static int nothingToDoSleepms;// = 50;
|
||||
private static ThreadPriority MyThreadPriority;
|
||||
|
||||
public long LastExecutionStarted;
|
||||
public bool InExecution = false;
|
||||
public bool KillCurrentScript = false;
|
||||
|
||||
private EventQueueManager eventQueueManager;
|
||||
//private EventQueueManager eventQueueManager;
|
||||
public Thread EventQueueThread;
|
||||
private static int ThreadCount = 0;
|
||||
|
||||
private string ScriptEngineName = "ScriptEngine.Common";
|
||||
|
||||
public EventQueueThreadClass(EventQueueManager eqm)
|
||||
public EventQueueThreadClass()//EventQueueManager eqm
|
||||
{
|
||||
eventQueueManager = eqm;
|
||||
//eventQueueManager = eqm;
|
||||
ReadConfig();
|
||||
Start();
|
||||
}
|
||||
@@ -72,32 +72,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
|
||||
public void ReadConfig()
|
||||
{
|
||||
ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
|
||||
nothingToDoSleepms = eventQueueManager.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 = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
|
||||
switch (pri.ToLower())
|
||||
foreach (ScriptEngine m_ScriptEngine in 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
|
||||
eventQueueManager.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
|
||||
@@ -113,7 +117,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
{
|
||||
EventQueueThread = new Thread(EventQueueThreadLoop);
|
||||
EventQueueThread.IsBackground = true;
|
||||
|
||||
|
||||
EventQueueThread.Priority = MyThreadPriority;
|
||||
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
|
||||
EventQueueThread.Start();
|
||||
@@ -127,8 +131,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
PleaseShutdown = true; // Set shutdown flag
|
||||
Thread.Sleep(100); // Wait a bit
|
||||
//PleaseShutdown = true; // Set shutdown flag
|
||||
//Thread.Sleep(100); // Wait a bit
|
||||
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
|
||||
{
|
||||
try
|
||||
@@ -143,6 +147,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
}
|
||||
}
|
||||
|
||||
private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
|
||||
private ScriptEngine lastScriptEngine;
|
||||
/// <summary>
|
||||
/// Queue processing thread loop
|
||||
/// </summary>
|
||||
@@ -151,171 +157,24 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
|
||||
try
|
||||
{
|
||||
while (true)
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
|
||||
while (true)
|
||||
{
|
||||
// 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 (eventQueueManager.eventQueue.Count == 0)
|
||||
{
|
||||
// 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);
|
||||
|
||||
// OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
|
||||
lock (eventQueueManager.eventQueue)
|
||||
{
|
||||
GotItem = false;
|
||||
for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
|
||||
{
|
||||
// Get queue item
|
||||
QIS = eventQueueManager.eventQueue.Dequeue();
|
||||
|
||||
// Check if object is being processed by someone else
|
||||
if (eventQueueManager.TryLock(QIS.localID) == false)
|
||||
{
|
||||
// Object is already being processed, requeue it
|
||||
eventQueueManager.eventQueue.Enqueue(QIS);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We have lock on an object and can process it
|
||||
GotItem = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (GotItem == true)
|
||||
{
|
||||
// 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;
|
||||
eventQueueManager.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 =
|
||||
eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
|
||||
//if (m_host != null)
|
||||
//{
|
||||
eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
|
||||
ChatTypeEnum.Say, 0,
|
||||
m_host.AbsolutePosition,
|
||||
m_host.Name, m_host.UUID);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// T oconsole
|
||||
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)
|
||||
{
|
||||
eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
|
||||
QIS.localID, QIS.itemID);
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
InExecution = false;
|
||||
eventQueueManager.ReleaseLock(QIS.localID);
|
||||
}
|
||||
}
|
||||
}
|
||||
DoProcessQueue();
|
||||
}
|
||||
}
|
||||
catch (ThreadAbortException tae)
|
||||
{
|
||||
eventQueueManager.m_ScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
|
||||
if (lastScriptEngine != null)
|
||||
lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
eventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
|
||||
if (lastScriptEngine != null)
|
||||
lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -325,14 +184,171 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If set to true then threads and stuff should try to make a graceful exit
|
||||
/// </summary>
|
||||
public bool PleaseShutdown
|
||||
public void DoProcessQueue()
|
||||
{
|
||||
get { return _PleaseShutdown; }
|
||||
set { _PleaseShutdown = value; }
|
||||
foreach (ScriptEngine m_ScriptEngine in 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)
|
||||
{
|
||||
// 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);
|
||||
|
||||
// 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++)
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (GotItem == true)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private bool _PleaseShutdown = false;
|
||||
|
||||
///// <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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user