Scripts no longer crash sim after 5 minutes (override InitializeLifetimeService). Loading/Unloading of scripts are now handled in separate thread so server is no delayed because of this. Each script is loaded into a single AppDomain (temporary test for script unload, eats ~15KB more memory for each script). Unload of scripts has been verified to free up memory.

This commit is contained in:
Tedd Hansen
2007-08-25 15:31:47 +00:00
parent 573fb3a609
commit 53be4774b3
7 changed files with 190 additions and 60 deletions

View File

@@ -50,11 +50,82 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
public class ScriptManager
{
private Thread ScriptLoadUnloadThread;
private int ScriptLoadUnloadThread_IdleSleepms = 100;
private Queue<LoadStruct> LoadQueue = new Queue<LoadStruct>();
private Queue<UnloadStruct> UnloadQueue = new Queue<UnloadStruct>();
private struct LoadStruct
{
public uint localID;
public LLUUID itemID;
public string Script;
}
private struct UnloadStruct
{
public uint localID;
public LLUUID itemID;
}
private ScriptEngine m_scriptEngine;
public ScriptManager(ScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;
AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);
ScriptLoadUnloadThread = new Thread(ScriptLoadUnloadThreadLoop);
ScriptLoadUnloadThread.Name = "ScriptLoadUnloadThread";
ScriptLoadUnloadThread.IsBackground = true;
ScriptLoadUnloadThread.Priority = ThreadPriority.BelowNormal;
ScriptLoadUnloadThread.Start();
}
~ScriptManager ()
{
// Abort load/unload thread
try
{
if (ScriptLoadUnloadThread != null)
{
if (ScriptLoadUnloadThread.IsAlive == true)
{
ScriptLoadUnloadThread.Abort();
ScriptLoadUnloadThread.Join();
}
}
}
catch
{
}
}
private void ScriptLoadUnloadThreadLoop()
{
try
{
while (true)
{
if (LoadQueue.Count == 0 && UnloadQueue.Count == 0)
Thread.Sleep(ScriptLoadUnloadThread_IdleSleepms);
if (LoadQueue.Count > 0)
{
LoadStruct item = LoadQueue.Dequeue();
_StartScript(item.localID, item.itemID, item.Script);
}
if (UnloadQueue.Count > 0)
{
UnloadStruct item = UnloadQueue.Dequeue();
_StopScript(item.localID, item.itemID);
}
}
}
catch (ThreadAbortException tae)
{
// Expected
}
}
private static Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
@@ -145,9 +216,30 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
/// <param name="itemID"></param>
/// <param name="localID"></param>
public void StartScript(uint localID, LLUUID itemID, string Script)
{
LoadStruct ls = new LoadStruct();
ls.localID = localID;
ls.itemID = itemID;
ls.Script = Script;
LoadQueue.Enqueue(ls);
}
/// <summary>
/// Disables and unloads a script
/// </summary>
/// <param name="localID"></param>
/// <param name="itemID"></param>
public void StopScript(uint localID, LLUUID itemID)
{
UnloadStruct ls = new UnloadStruct();
ls.localID = localID;
ls.itemID = itemID;
UnloadQueue.Enqueue(ls);
}
private void _StartScript(uint localID, LLUUID itemID, string Script)
{
//IScriptHost root = host.GetRoot();
m_scriptEngine.Log.Verbose("ScriptEngine", "ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
Console.WriteLine("ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
// We will initialize and start the script.
// It will be up to the script itself to hook up the correct events.
@@ -161,32 +253,23 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler();
// Compile (We assume LSL)
FileName = LSLCompiler.CompileFromLSLText(Script);
m_scriptEngine.Log.Verbose("ScriptEngine", "Compilation of " + FileName + " done");
Console.WriteLine("Compilation of " + FileName + " done");
// * Insert yield into code
FileName = ProcessYield(FileName);
//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName, localID);
#if DEBUG
long before;
before = GC.GetTotalMemory(false);
#endif
LSL_BaseClass CompiledScript = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
#if DEBUG
Console.WriteLine("Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(false) - before);
//before = GC.GetTotalMemory(false);
#endif
//Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
//Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before);
//before = GC.GetTotalMemory(true);
//Script = m_scriptEngine.myAppDomainManager.LoadScript(FileName);
//Console.WriteLine("Script occupies {0} bytes", GC.GetTotalMemory(true) - before);
// Add it to our temporary active script keeper
//Scripts.Add(FullitemID, Script);
// Add it to our script memstruct
SetScript(localID, itemID, CompiledScript);
// We need to give (untrusted) assembly a private instance of BuiltIns
// this private copy will contain Read-Only FullitemID so that it can bring that on to the server whenever needed.
LSL_BuiltIn_Commands LSLB = new LSL_BuiltIn_Commands(this, World.GetSceneObjectPart(localID));
@@ -202,9 +285,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
}
public void StopScript(uint localID, LLUUID itemID)
private void _StopScript(uint localID, LLUUID itemID)
{
// Stop script
Console.WriteLine("Stop script localID: " + localID + " LLUID: " + itemID.ToString());
// Get AppDomain
AppDomain ad = GetScript(localID, itemID).Exec.GetAppDomain();
@@ -235,7 +320,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
// Execute a function in the script
m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
//m_scriptEngine.Log.Verbose("ScriptEngine", "Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
LSL_BaseClass Script = m_scriptEngine.myScriptManager.GetScript(localID, itemID);
// Must be done in correct AppDomain, so leaving it up to the script itself