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Better timing of MaintenanceThread's tasks (uses less CPU)
Updated OpenSim.ini.example
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@@ -41,6 +41,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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//public ScriptEngine m_ScriptEngine;
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private int MaintenanceLoopms;
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private int MaintenanceLoopTicks_ScriptLoadUnload;
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private int MaintenanceLoopTicks_Other;
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public MaintenanceThread()
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{
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@@ -63,6 +66,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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MaintenanceLoopTicks_ScriptLoadUnload = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
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MaintenanceLoopTicks_Other = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
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return;
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}
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}
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@@ -123,6 +129,10 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks;
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long Last_ReReadConfigFilens = DateTime.Now.Ticks;
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long Last_MaintenanceRun = 0;
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int MaintenanceLoopTicks_ScriptLoadUnload_Count = 0;
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int MaintenanceLoopTicks_Other_Count = 0;
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while (true)
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{
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try
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@@ -132,15 +142,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
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//if (PleaseShutdown)
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// return;
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MaintenanceLoopTicks_ScriptLoadUnload_Count++;
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MaintenanceLoopTicks_Other_Count++;
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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lastScriptEngine = m_ScriptEngine;
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if (m_ScriptEngine != null)
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// Re-reading config every x seconds
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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{
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// Re-reading config every x seconds
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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if (MaintenanceLoopTicks_Other_Count >= MaintenanceLoopTicks_Other)
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{
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MaintenanceLoopTicks_Other_Count = 0;
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// Check if its time to re-read config
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
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m_ScriptEngine.RefreshConfigFilens)
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@@ -150,29 +165,33 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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m_ScriptEngine.ReadConfig();
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Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
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}
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}
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// Adjust number of running script threads if not correct
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if (m_ScriptEngine.m_EventQueueManager != null)
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m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
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// Check if any script has exceeded its max execution time
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if (EventQueueManager.EnforceMaxExecutionTime)
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{
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// We are enforcing execution time
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if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
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EventQueueManager.maxFunctionExecutionTimens)
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// Adjust number of running script threads if not correct
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if (m_ScriptEngine.m_EventQueueManager != null)
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m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
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// Check if any script has exceeded its max execution time
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if (EventQueueManager.EnforceMaxExecutionTime)
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{
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// Its time to check again
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m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
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Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
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// We are enforcing execution time
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if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
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EventQueueManager.maxFunctionExecutionTimens)
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{
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// Its time to check again
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m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
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Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
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}
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}
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}
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// LOAD / UNLOAD SCRIPTS
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if (m_ScriptEngine.m_ScriptManager != null)
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m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
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if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
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{
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MaintenanceLoopTicks_ScriptLoadUnload_Count = 0;
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// LOAD / UNLOAD SCRIPTS
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if (m_ScriptEngine.m_ScriptManager != null)
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m_ScriptEngine.m_ScriptManager.DoScriptLoadUnload();
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}
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}
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}
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}
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