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https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
now break several things at same time... sog/sop updates, threads options,...
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@@ -88,6 +88,11 @@ namespace OpenSim.Framework.Monitoring
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Watchdog.Stop();
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}
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public static Thread StartThread(ThreadStart start, string name, bool alarmIfTimeout = false, bool log = true)
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{
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return StartThread(start, name, ThreadPriority.Normal, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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}
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/// <summary>
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/// Start a new long-lived thread.
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/// </summary>
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@@ -99,9 +104,9 @@ namespace OpenSim.Framework.Monitoring
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/// <param name="log">If true then creation of thread is logged.</param>
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/// <returns>The newly created Thread object</returns>
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public static Thread StartThread(
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ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
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ThreadStart start, string name, ThreadPriority priority, bool alarmIfTimeout, bool log = true)
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{
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return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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return StartThread(start, name, priority, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
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}
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/// <summary>
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@@ -162,15 +167,22 @@ namespace OpenSim.Framework.Monitoring
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{
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Culture.SetCurrentCulture();
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callback(obj);
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Watchdog.RemoveThread(log:false);
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}
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catch (Exception e)
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{
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m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
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}
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finally
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{
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try
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{
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Watchdog.RemoveThread(log: false);
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}
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catch { }
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}
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});
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StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
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StartThread(ts, name, false, log:log);
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}
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/// <summary>
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@@ -187,54 +199,6 @@ namespace OpenSim.Framework.Monitoring
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Util.FireAndForget(callback, obj, name, timeout);
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}
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/// <summary>
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/// Run a job.
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/// </summary>
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/// <remarks>
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/// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
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/// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
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/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
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/// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
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/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
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/// sophisticated implementation could perform jobs concurrently when the server is under low load.
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///
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/// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
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/// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
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/// beyond a single thread will require considerable thought.
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///
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/// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
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/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
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/// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
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/// the job engine could be improved and so CPU utilization improved by better management of concurrency within
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/// OpenSimulator.
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/// </remarks>
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/// <param name="jobType">General classification for the job (e.g. "RezAttachments").</param>
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/// <param name="callback">Callback for job.</param>
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/// <param name="obj">Object to pass to callback when run</param>
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/// <param name="name">Specific name of job (e.g. "RezAttachments for Joe Bloggs"</param>
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/// <param name="canRunInThisThread">If set to true then the job may be run in ths calling thread.</param>
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/// <param name="mustNotTimeout">If the true then the job must never timeout.</param>
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/// <param name="log">If set to true then extra logging is performed.</param>
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public static void RunJob(
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string jobType, WaitCallback callback, object obj, string name,
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bool canRunInThisThread = false, bool mustNotTimeout = false,
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bool log = false)
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{
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if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
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{
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Culture.SetCurrentCulture();
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callback(obj);
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return;
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}
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if (JobEngine.IsRunning)
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JobEngine.QueueJob(name, () => callback(obj));
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else if (canRunInThisThread)
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callback(obj);
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else
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Util.FireAndForget(callback, obj, name, !mustNotTimeout);
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}
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private static void HandleControlCommand(string module, string[] args)
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{
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// if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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