aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
authorJohn Hurliman2009-10-26 14:41:27 -0700
committerJohn Hurliman2009-10-26 14:41:27 -0700
commitac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa (patch)
treee27db00548a86fbf370b481ab0848bd3d30f21aa /OpenSim/Region
parentChanged UseCircuitCode handling to be synchronous or asynchronous depending o... (diff)
downloadopensim-SC-ac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa.zip
opensim-SC-ac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa.tar.gz
opensim-SC-ac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa.tar.bz2
opensim-SC-ac7ccdf7d77810aef0a3ad70f1504fdb111dc0aa.tar.xz
* Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later
* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs8
2 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f052c65..95d69a1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1025,6 +1025,7 @@ namespace OpenSim.Region.Framework.Scenes
1025 float physicsFPS = 0; 1025 float physicsFPS = 0;
1026 1026
1027 frameMS = Environment.TickCount; 1027 frameMS = Environment.TickCount;
1028
1028 try 1029 try
1029 { 1030 {
1030 // Increment the frame counter 1031 // Increment the frame counter
@@ -1152,6 +1153,7 @@ namespace OpenSim.Region.Framework.Scenes
1152 if ((maintc < (m_timespan * 1000)) && maintc > 0) 1153 if ((maintc < (m_timespan * 1000)) && maintc > 0)
1153 Thread.Sleep(maintc); 1154 Thread.Sleep(maintc);
1154 1155
1156 // Tell the watchdog that this thread is still alive
1155 Watchdog.UpdateThread(); 1157 Watchdog.UpdateThread();
1156 } 1158 }
1157 } 1159 }
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f979ce3..82392b1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -2705,8 +2705,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2705 { 2705 {
2706 foreach (OdePrim prim in _taintedPrimL) 2706 foreach (OdePrim prim in _taintedPrimL)
2707 { 2707 {
2708
2709
2710 if (prim.m_taintremove) 2708 if (prim.m_taintremove)
2711 { 2709 {
2712//Console.WriteLine("Simulate calls RemovePrimThreadLocked"); 2710//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
@@ -2719,6 +2717,12 @@ namespace OpenSim.Region.Physics.OdePlugin
2719 } 2717 }
2720 processedtaints = true; 2718 processedtaints = true;
2721 prim.m_collisionscore = 0; 2719 prim.m_collisionscore = 0;
2720
2721 // This loop can block up the Heartbeat for a very long time on large regions.
2722 // We need to let the Watchdog know that the Heartbeat is not dead
2723 // NOTE: This is currently commented out, but if things like OAR loading are
2724 // timing the heartbeat out we will need to uncomment it
2725 //Watchdog.UpdateThread();
2722 } 2726 }
2723 2727
2724 if (SupportsNINJAJoints) 2728 if (SupportsNINJAJoints)