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authorJustin Clark-Casey (justincc)2014-11-29 01:42:52 +0000
committerJustin Clark-Casey (justincc)2014-11-29 01:42:52 +0000
commit690fe0c5e50b2dc02c4d09e5d5290300e0ea2f13 (patch)
treeaaf978286df1a991a6bbe2f65687c704ee4b6e39 /OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
parentRemove minor race condition where two threads could race on fields such as m_... (diff)
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If there are any exceptions in XEngine.DoOnRezScriptQueue() then log the error and always set m_CurrentCompile = null
Setting m_CurrentCompile = null in the finally block reduces the risk that an exception could permanently stop any future scripts compiling until the simulator is restarted. If an exception is seen from this then please report and further changes to fix the bug or improve compiling reliability can be made.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs74
1 files changed, 43 insertions, 31 deletions
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index ebb8e52..fde1e46 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1046,49 +1046,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1046 1046
1047 public Object DoOnRezScriptQueue(Object dummy) 1047 public Object DoOnRezScriptQueue(Object dummy)
1048 { 1048 {
1049 if (m_InitialStartup) 1049 try
1050 { 1050 {
1051 // This delay exists to stop mono problems where script compilation and startup would stop the sim 1051 if (m_InitialStartup)
1052 // working properly for the session. 1052 {
1053 System.Threading.Thread.Sleep(m_StartDelay); 1053 // This delay exists to stop mono problems where script compilation and startup would stop the sim
1054 // working properly for the session.
1055 System.Threading.Thread.Sleep(m_StartDelay);
1054 1056
1055 m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name); 1057 m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name);
1056 } 1058 }
1057 1059
1058 object[] o; 1060 object[] o;
1059 1061
1060 int scriptsStarted = 0; 1062 int scriptsStarted = 0;
1061 1063
1062 while (m_CompileQueue.Dequeue(out o)) 1064 while (m_CompileQueue.Dequeue(out o))
1063 {
1064 if (DoOnRezScript(o))
1065 { 1065 {
1066 scriptsStarted++; 1066 if (DoOnRezScript(o))
1067 {
1068 scriptsStarted++;
1067 1069
1068 if (m_InitialStartup) 1070 if (m_InitialStartup)
1069 if (scriptsStarted % 50 == 0) 1071 if (scriptsStarted % 50 == 0)
1070 m_log.InfoFormat( 1072 m_log.InfoFormat(
1071 "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name); 1073 "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name);
1074 }
1072 } 1075 }
1073 }
1074 1076
1075 if (m_InitialStartup) 1077 if (m_InitialStartup)
1076 m_log.InfoFormat( 1078 m_log.InfoFormat(
1077 "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name); 1079 "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name);
1078 1080
1079 m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, 1081 }
1080 m_ScriptErrorMessage); 1082 catch (Exception e)
1083 {
1084 m_log.Error(string.Format("[XEngine]: Failure in DoOnRezScriptQueue(). Exception ", e));
1085 }
1086 finally
1087 {
1088 // FIXME: On failure we must trigger this even if the compile queue is not actually empty so that the
1089 // RegionReadyModule is not forever waiting. This event really needs a different name.
1090 m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
1091 m_ScriptErrorMessage);
1081 1092
1082 m_ScriptFailCount = 0; 1093 m_ScriptFailCount = 0;
1083 m_InitialStartup = false; 1094 m_InitialStartup = false;
1084 1095
1085 // NOTE: Despite having a lockless queue, this lock is required 1096 // NOTE: Despite having a lockless queue, this lock is required
1086 // to make sure there is never no compile thread while there 1097 // to make sure there is never no compile thread while there
1087 // are still scripts to compile. This could otherwise happen 1098 // are still scripts to compile. This could otherwise happen
1088 // due to a race condition 1099 // due to a race condition
1089 // 1100 //
1090 lock (m_CompileQueue) 1101 lock (m_CompileQueue)
1091 m_CurrentCompile = null; 1102 m_CurrentCompile = null;
1103 }
1092 1104
1093 return null; 1105 return null;
1094 } 1106 }