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authorTedd Hansen2008-02-22 16:15:08 +0000
committerTedd Hansen2008-02-22 16:15:08 +0000
commit42bcd76b36621e590e3756526e9550aea7932b14 (patch)
tree63fa2fd08a5c1bf7ac995e6703a678d6743599c1
parentMinor annoying Exception-bug fixed (diff)
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Bugfixes - wasn't counting threads right++
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs24
3 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
index 581c7a0..85b55f7 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
68 /// List of threads (classes) processing event queue 68 /// List of threads (classes) processing event queue
69 /// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting. 69 /// Note that this may or may not be a reference to a static object depending on PrivateRegionThreads config setting.
70 /// </summary> 70 /// </summary>
71 internal static List<EventQueueThreadClass> eventQueueThreads; // Thread pool that we work on 71 internal static List<EventQueueThreadClass> eventQueueThreads = new List<EventQueueThreadClass>(); // Thread pool that we work on
72 /// <summary> 72 /// <summary>
73 /// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads. 73 /// Locking access to eventQueueThreads AND staticGlobalEventQueueThreads.
74 /// </summary> 74 /// </summary>
@@ -131,7 +131,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
131 /// Queue containing events waiting to be executed 131 /// Queue containing events waiting to be executed
132 /// </summary> 132 /// </summary>
133 public Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>(); 133 public Queue<QueueItemStruct> eventQueue = new Queue<QueueItemStruct>();
134 134
135 #region " Queue structures " 135 #region " Queue structures "
136 /// <summary> 136 /// <summary>
137 /// Queue item structure 137 /// Queue item structure
@@ -172,7 +172,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
172 { 172 {
173 m_ScriptEngine = _ScriptEngine; 173 m_ScriptEngine = _ScriptEngine;
174 174
175 eventQueueThreads = new List<EventQueueThreadClass>();
176 ReadConfig(); 175 ReadConfig();
177 } 176 }
178 177
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
index f36baa7..c0edcc4 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
@@ -27,6 +27,7 @@
27*/ 27*/
28 28
29using System; 29using System;
30using System.Collections;
30using System.Collections.Generic; 31using System.Collections.Generic;
31using System.Text; 32using System.Text;
32using System.Threading; 33using System.Threading;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
72 73
73 public void ReadConfig() 74 public void ReadConfig()
74 { 75 {
75 foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines) 76 foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
76 { 77 {
77 ScriptEngineName = m_ScriptEngine.ScriptEngineName; 78 ScriptEngineName = m_ScriptEngine.ScriptEngineName;
78 nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); 79 nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
@@ -186,7 +187,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
186 187
187 public void DoProcessQueue() 188 public void DoProcessQueue()
188 { 189 {
189 foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines) 190 foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
190 { 191 {
191 lastScriptEngine = m_ScriptEngine; 192 lastScriptEngine = m_ScriptEngine;
192 // Every now and then check if we should shut down 193 // Every now and then check if we should shut down
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
index af88183..0458a50 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
@@ -96,7 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
96#if DEBUG 96#if DEBUG
97 //m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: StopMaintenanceThread() called"); 97 //m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: StopMaintenanceThread() called");
98#endif 98#endif
99 PleaseShutdown = true; 99 //PleaseShutdown = true;
100 Thread.Sleep(100); 100 Thread.Sleep(100);
101 try 101 try
102 { 102 {
@@ -130,8 +130,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
130 while (true) 130 while (true)
131 { 131 {
132 System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass 132 System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
133 if (PleaseShutdown) 133 //if (PleaseShutdown)
134 return; 134 // return;
135 135
136 foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines)) 136 foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
137 { 137 {
@@ -187,14 +187,14 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
187 } 187 }
188 #endregion 188 #endregion
189 189
190 /// <summary> 190 ///// <summary>
191 /// If set to true then threads and stuff should try to make a graceful exit 191 ///// If set to true then threads and stuff should try to make a graceful exit
192 /// </summary> 192 ///// </summary>
193 public bool PleaseShutdown 193 //public bool PleaseShutdown
194 { 194 //{
195 get { return _PleaseShutdown; } 195 // get { return _PleaseShutdown; }
196 set { _PleaseShutdown = value; } 196 // set { _PleaseShutdown = value; }
197 } 197 //}
198 private bool _PleaseShutdown = false; 198 //private bool _PleaseShutdown = false;
199 } 199 }
200} 200}