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314 lines
13 KiB
C#
Executable File
314 lines
13 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using log4net;
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namespace OpenSim.Framework.Monitoring
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{
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/// <summary>
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/// Manages various work items in the simulator.
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/// </summary>
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/// <remarks>
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/// Currently, here work can be started
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/// * As a long-running and monitored thread.
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/// * In a thread that will never timeout but where the job is expected to eventually complete.
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/// * In a threadpool thread that will timeout if it takes a very long time to complete (> 10 mins).
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/// * As a job which will be run in a single-threaded job engine. Such jobs must not incorporate delays (sleeps,
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/// network waits, etc.).
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///
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/// This is an evolving approach to better manage the work that OpenSimulator is asked to do from a very diverse
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/// range of sources (client actions, incoming network, outgoing network calls, etc.).
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///
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/// </remarks>
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public static class WorkManager
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static JobEngine JobEngine { get; private set; }
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static WorkManager()
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{
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JobEngine = new JobEngine("Non-blocking non-critical job engine", "JOB ENGINE", 30000);
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StatsManager.RegisterStat(
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new Stat(
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"JobsWaiting",
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"Number of jobs waiting for processing.",
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"",
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"",
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"server",
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"jobengine",
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StatType.Pull,
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MeasuresOfInterest.None,
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stat => stat.Value = JobEngine == null ? 0 : JobEngine.JobsWaiting,
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StatVerbosity.Debug));
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug jobengine",
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"debug jobengine <start|stop|status|log>",
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"Start, stop, get status or set logging level of the job engine.",
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"If stopped then all outstanding jobs are processed immediately.",
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HandleControlCommand);
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}
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public static void Stop()
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{
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JobEngine.Stop();
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Watchdog.Stop();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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/// <param name="start">The method that will be executed in a new thread</param>
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/// <param name="name">A name to give to the new thread</param>
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/// <param name="priority">Priority to run the thread at</param>
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/// <param name="isBackground">True to run this thread as a background thread, otherwise false</param>
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/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
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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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Thread StartThread(
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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, 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 thread that is tracked by the watchdog
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/// </summary>
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/// <param name="start">The method that will be executed in a new thread</param>
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/// <param name="name">A name to give to the new thread</param>
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/// <param name="priority">Priority to run the thread at</param>
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/// <param name="isBackground">True to run this thread as a background
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/// thread, otherwise false</param>
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/// <param name="alarmIfTimeout">Trigger an alarm function is we have timed out</param>
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/// <param name="alarmMethod">
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/// Alarm method to call if alarmIfTimeout is true and there is a timeout.
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/// Normally, this will just return some useful debugging information.
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/// </param>
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/// <param name="timeout">Number of milliseconds to wait until we issue a warning about timeout.</param>
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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,
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bool alarmIfTimeout, Func<string> alarmMethod, int timeout, bool log = true, bool SuspendFlow = true)
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{
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Thread thread;
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if(SuspendFlow)
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{
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using (ExecutionContext.SuppressFlow())
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{
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thread = new Thread(start);
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}
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}
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else
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{
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thread = new Thread(start);
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}
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thread.Priority = priority;
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thread.IsBackground = isBackground;
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thread.Name = name;
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Watchdog.ThreadWatchdogInfo twi = new Watchdog.ThreadWatchdogInfo(thread, timeout, name)
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{
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AlarmIfTimeout = alarmIfTimeout,
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AlarmMethod = alarmMethod
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};
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Watchdog.AddThread(twi, name, log);
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thread.Start();
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return thread;
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}
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public static Thread StartThread(
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ThreadStart start, string name, ThreadPriority priority, int stackSize = -1, bool suspendflow = true)
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{
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Thread thread;
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if (suspendflow)
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{
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using (ExecutionContext.SuppressFlow())
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{
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if (stackSize > 0)
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thread = new Thread(start, stackSize);
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else
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thread = new Thread(start);
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}
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}
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else
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{
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if (stackSize > 0)
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thread = new Thread(start, stackSize);
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else
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thread = new Thread(start);
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}
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thread.Priority = priority;
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thread.IsBackground = true;
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thread.Name = name;
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Watchdog.ThreadWatchdogInfo twi = new Watchdog.ThreadWatchdogInfo(thread, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, name)
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{
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AlarmIfTimeout = false,
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AlarmMethod = null
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};
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Watchdog.AddThread(twi, name, false);
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thread.Start();
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return thread;
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}
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/// <summary>
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/// Run the callback in a new thread immediately. If the thread exits with an exception log it but do
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/// not propogate it.
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/// </summary>
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/// <param name="callback">Code for the thread to execute.</param>
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/// <param name="obj">Object to pass to the thread.</param>
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/// <param name="name">Name of the thread</param>
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public static void RunInThread(WaitCallback callback, object obj, string name, 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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ThreadStart ts = new ThreadStart(delegate()
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{
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try
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{
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Culture.SetCurrentCulture();
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callback(obj);
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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, false, log);
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}
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/// <summary>
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/// Run the callback via a threadpool thread.
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/// </summary>
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/// <remarks>
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/// Such jobs may run after some delay but must always complete.
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/// </remarks>
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/// <param name="callback"></param>
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/// <param name="obj"></param>
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/// <param name="name">The name of the job. This is used in monitoring and debugging.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RunInThreadPool(WaitCallback callback, object obj, string name, bool timeout = true)
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{
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Util.FireAndForget(callback, obj, name, timeout);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RunInThreadPool(WaitCallback callback, string name, bool timeout = true)
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{
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Util.FireAndForget(callback, null, name, timeout);
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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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// return;
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if (args.Length < 3)
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{
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MainConsole.Instance.Output("Usage: debug jobengine <stop|start|status|log>");
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return;
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}
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string subCommand = args[2];
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if (subCommand == "stop")
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{
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JobEngine.Stop();
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MainConsole.Instance.Output("Stopped job engine.");
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}
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else if (subCommand == "start")
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{
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JobEngine.Start();
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MainConsole.Instance.Output("Started job engine.");
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}
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else if (subCommand == "status")
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{
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MainConsole.Instance.Output("Job engine running: {0}", JobEngine.IsRunning);
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MainConsole.Instance.Output(
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"Jobs waiting: {0}", JobEngine.IsRunning ? JobEngine.JobsWaiting.ToString() : "n/a");
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MainConsole.Instance.Output("Log Level: {0}", JobEngine.LogLevel);
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}
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else if (subCommand == "log")
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{
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if (args.Length < 4)
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{
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MainConsole.Instance.Output("Usage: debug jobengine log <level>");
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return;
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}
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// int logLevel;
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int logLevel = int.Parse(args[3]);
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// if (ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out logLevel))
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// {
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JobEngine.LogLevel = logLevel;
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MainConsole.Instance.Output("Set debug log level to {0}", JobEngine.LogLevel);
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// }
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}
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else
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{
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MainConsole.Instance.Output("Unrecognized job engine subcommand {0}", subCommand);
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}
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}
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}
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} |