diff options
author | Melanie | 2009-11-03 20:23:50 +0000 |
---|---|---|
committer | Melanie | 2009-11-03 20:23:50 +0000 |
commit | 00130841db6756caf62207dca3b56efc87b5ea0d (patch) | |
tree | 194895cc4ad4d214d4cf5ba1991b661283ff2467 /OpenSim | |
parent | minor: remove a few mono compiler warnings (diff) | |
download | opensim-SC-00130841db6756caf62207dca3b56efc87b5ea0d.zip opensim-SC-00130841db6756caf62207dca3b56efc87b5ea0d.tar.gz opensim-SC-00130841db6756caf62207dca3b56efc87b5ea0d.tar.bz2 opensim-SC-00130841db6756caf62207dca3b56efc87b5ea0d.tar.xz |
Remove parallel loading from XEngine, but retain the new design where
all scripts are loaded from the same thread, rather than launching a
new one for each script. This is only marginally slower, but avoids the
race condition that led to script engine failure.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 27 |
1 files changed, 19 insertions, 8 deletions
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index b0fce75..a60c0ba 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -51,7 +51,6 @@ using OpenSim.Region.ScriptEngine.Shared.Instance; | |||
51 | using OpenSim.Region.ScriptEngine.Interfaces; | 51 | using OpenSim.Region.ScriptEngine.Interfaces; |
52 | 52 | ||
53 | using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>; | 53 | using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>; |
54 | using Parallel = OpenSim.Framework.Parallel; | ||
55 | 54 | ||
56 | namespace OpenSim.Region.ScriptEngine.XEngine | 55 | namespace OpenSim.Region.ScriptEngine.XEngine |
57 | { | 56 | { |
@@ -494,7 +493,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
494 | 493 | ||
495 | if (m_CurrentCompile == null) | 494 | if (m_CurrentCompile == null) |
496 | { | 495 | { |
497 | m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null); | 496 | // NOTE: Although we use a lockless queue, the lock here |
497 | // is required. It ensures that there are never two | ||
498 | // compile threads running, which, due to a race | ||
499 | // conndition, might otherwise happen | ||
500 | // | ||
501 | lock (m_CompileQueue) | ||
502 | { | ||
503 | if (m_CurrentCompile == null) | ||
504 | m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null); | ||
505 | } | ||
498 | } | 506 | } |
499 | } | 507 | } |
500 | } | 508 | } |
@@ -514,16 +522,19 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
514 | } | 522 | } |
515 | } | 523 | } |
516 | 524 | ||
517 | List<object[]> compiles = new List<object[]>(); | ||
518 | object[] o; | 525 | object[] o; |
519 | while (m_CompileQueue.Dequeue(out o)) | 526 | while (m_CompileQueue.Dequeue(out o)) |
527 | DoOnRezScript(o); | ||
528 | |||
529 | // NOTE: Despite having a lockless queue, this lock is required | ||
530 | // to make sure there is never no compile thread while there | ||
531 | // are still scripts to compile. This could otherwise happen | ||
532 | // due to a race condition | ||
533 | // | ||
534 | lock (m_CompileQueue) | ||
520 | { | 535 | { |
521 | compiles.Add(o); | 536 | m_CurrentCompile = null; |
522 | } | 537 | } |
523 | |||
524 | Parallel.For(0, compiles.Count, delegate(int i) { DoOnRezScript(compiles[i]); }); | ||
525 | |||
526 | m_CurrentCompile = null; | ||
527 | m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, | 538 | m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount, |
528 | m_ScriptErrorMessage); | 539 | m_ScriptErrorMessage); |
529 | m_ScriptFailCount = 0; | 540 | m_ScriptFailCount = 0; |