Move conditionals which control whether a task is placed in the JobEngine inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.

This commit is contained in:
Justin Clark-Casey (justincc)
2014-11-21 01:08:58 +00:00
parent 124be38f74
commit 28d1dbfee4
2 changed files with 62 additions and 45 deletions

View File

@@ -1228,15 +1228,11 @@ namespace OpenSim.Region.Framework.Scenes
// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
if (Scene.AttachmentsModule != null)
{
if (Watchdog.JobEngine.IsRunning)
Watchdog.RunWhenPossible(
"RezAttachments",
o => Scene.AttachmentsModule.RezAttachments(this),
string.Format("Rez attachments for {0} in {1}", Name, Scene.Name),
null);
else
Util.FireAndForget(
o => Scene.AttachmentsModule.RezAttachments(this), null, "ScenePresence.RezAttachmentsOnLogin");
Watchdog.RunJob(
"RezAttachments",
o => Scene.AttachmentsModule.RezAttachments(this),
string.Format("Rez attachments for {0} in {1}", Name, Scene.Name),
null);
}
}
else
@@ -1258,18 +1254,12 @@ namespace OpenSim.Region.Framework.Scenes
if (attachments.Count > 0)
{
if (Watchdog.JobEngine.IsRunning)
{
Watchdog.RunWhenPossible(
"StartAttachmentScripts",
o => RestartAttachmentScripts(attachments),
string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name),
null);
}
else
{
RestartAttachmentScripts(attachments);
}
Watchdog.RunJob(
"StartAttachmentScripts",
o => RestartAttachmentScripts(attachments),
string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name),
null,
true);
}
}
@@ -1825,18 +1815,12 @@ namespace OpenSim.Region.Framework.Scenes
// XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region
// If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
// This may be due to viewer code or it may be something we're not doing properly simulator side.
if (Watchdog.JobEngine.IsRunning)
{
Watchdog.RunWhenPossible(
"ScheduleAttachmentsForFullUpdate",
o => ScheduleAttachmentsForFullUpdate(),
string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name),
null);
}
else
{
ScheduleAttachmentsForFullUpdate();
}
Watchdog.RunJob(
"ScheduleAttachmentsForFullUpdate",
o => ScheduleAttachmentsForFullUpdate(),
string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name),
null,
true);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
@@ -3391,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes
SentInitialDataToClient = true;
// Send all scene object to the new client
Watchdog.RunWhenPossible("SendInitialDataToClient", delegate
Watchdog.RunJob("SendInitialDataToClient", delegate
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
@@ -3409,7 +3393,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e != null && e is SceneObjectGroup)
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
}
}, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), null);
}, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name),null, false, true);
}
/// <summary>
@@ -4073,14 +4057,12 @@ namespace OpenSim.Region.Framework.Scenes
// We don't need to worry about a race condition as the job to later start the scripts is also
// JobEngine scheduled and so will always occur after this task.
// XXX: This will not be true if JobEngine ever gets more than one thread.
if (Watchdog.JobEngine.IsRunning)
Watchdog.RunWhenPossible(
"CopyAttachments",
o => Scene.AttachmentsModule.CopyAttachments(cAgent, this),
string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name),
null);
else
Scene.AttachmentsModule.CopyAttachments(cAgent, this);
Watchdog.RunJob(
"CopyAttachments",
o => Scene.AttachmentsModule.CopyAttachments(cAgent, this),
string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name),
null,
true);
}
// This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread