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For monitoring purposes, start non-timeout tasks (which do not currently use a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout()
The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc. Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
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@@ -43,6 +43,7 @@ using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@@ -963,7 +964,8 @@ namespace OpenSim.Region.CoreModules.Asset
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case "assets":
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con.Output("Ensuring assets are cached for all scenes.");
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Util.RunThreadNoTimeout(delegate {
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Watchdog.RunInThread(delegate
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{
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int assetReferenceTotal = TouchAllSceneAssets(true);
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con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal);
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}, "TouchAllSceneAssets", null);
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@@ -34,6 +34,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Archiver;
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@@ -356,7 +357,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
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options, ReceivedAllAssets);
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Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
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Watchdog.RunInThread(o => ar.Execute(), string.Format("AssetsRequest ({0})", m_scene.Name), null);
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}
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else
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{
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@@ -33,6 +33,7 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Data;
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using OpenSim.Server.Base;
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using OpenSim.Region.Framework.Interfaces;
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@@ -183,12 +184,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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// Protect ourselves against the caller subsequently modifying the items list
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List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
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Util.RunThreadNoTimeout(delegate
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Watchdog.RunInThread(delegate
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{
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foreach (InventoryItemBase item in items)
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if (!string.IsNullOrEmpty(item.CreatorData))
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UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
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}, "GetFolderContent", null);
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}, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID), null);
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}
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return invCol;
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@@ -36,6 +36,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Terrain;
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@@ -371,7 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
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// that users can enter the scene. If we allow the scripts to start in the loop above
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// then they significantly increase the time until the OAR finishes loading.
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Util.RunThreadNoTimeout(delegate(object o)
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Watchdog.RunInThread(o =>
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{
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Thread.Sleep(15000);
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m_log.Info("[ARCHIVER]: Starting scripts in scene objects");
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@@ -386,7 +387,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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sceneContext.SceneObjects.Clear();
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}
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}, "ReadArchiveStartScripts", null);
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}, string.Format("ReadArchiveStartScripts (request {0})", m_requestId), null);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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@@ -36,6 +36,7 @@ using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Region.CoreModules.World.Terrain;
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using OpenSim.Region.Framework.Interfaces;
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@@ -199,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_rootScene.AssetService, m_rootScene.UserAccountService,
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m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
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Util.RunThreadNoTimeout(o => ar.Execute(), "AssetsRequest", null);
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Watchdog.RunInThread(o => ar.Execute(), "Archive Assets Request", null);
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// CloseArchive() will be called from ReceivedAllAssets()
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}
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@@ -33,6 +33,7 @@ using System.Timers;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Services.Interfaces;
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@@ -226,7 +227,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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finally
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{
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if (timedOut)
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Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", true);
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Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", true);
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}
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}
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@@ -295,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// We want to stop using the asset cache thread asap
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// as we now need to do the work of producing the rest of the archive
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Util.RunThreadNoTimeout(PerformAssetsRequestCallback, "AssetsRequestCallback", false);
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Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", false);
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}
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else
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{
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