From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001
From: David Walter Seikel
Date: Thu, 3 Nov 2016 21:44:39 +1000
Subject: Initial update to OpenSim 0.8.2.1 source code.
---
OpenSim/Framework/Monitoring/WorkManager.cs | 290 ++++++++++++++++++++++++++++
1 file changed, 290 insertions(+)
create mode 100644 OpenSim/Framework/Monitoring/WorkManager.cs
(limited to 'OpenSim/Framework/Monitoring/WorkManager.cs')
diff --git a/OpenSim/Framework/Monitoring/WorkManager.cs b/OpenSim/Framework/Monitoring/WorkManager.cs
new file mode 100644
index 0000000..d1a74ce
--- /dev/null
+++ b/OpenSim/Framework/Monitoring/WorkManager.cs
@@ -0,0 +1,290 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Reflection;
+using System.Threading;
+using log4net;
+
+namespace OpenSim.Framework.Monitoring
+{
+ ///
+ /// Manages various work items in the simulator.
+ ///
+ ///
+ /// Currently, here work can be started
+ /// * As a long-running and monitored thread.
+ /// * In a thread that will never timeout but where the job is expected to eventually complete.
+ /// * In a threadpool thread that will timeout if it takes a very long time to complete (> 10 mins).
+ /// * As a job which will be run in a single-threaded job engine. Such jobs must not incorporate delays (sleeps,
+ /// network waits, etc.).
+ ///
+ /// This is an evolving approach to better manage the work that OpenSimulator is asked to do from a very diverse
+ /// range of sources (client actions, incoming network, outgoing network calls, etc.).
+ ///
+ /// Util.FireAndForget is still available to insert jobs in the threadpool, though this is equivalent to
+ /// WorkManager.RunInThreadPool().
+ ///
+ public static class WorkManager
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+
+ public static JobEngine JobEngine { get; private set; }
+
+ static WorkManager()
+ {
+ JobEngine = new JobEngine("Non-blocking non-critical job engine", "JOB ENGINE");
+
+ StatsManager.RegisterStat(
+ new Stat(
+ "JobsWaiting",
+ "Number of jobs waiting for processing.",
+ "",
+ "",
+ "server",
+ "jobengine",
+ StatType.Pull,
+ MeasuresOfInterest.None,
+ stat => stat.Value = JobEngine.JobsWaiting,
+ StatVerbosity.Debug));
+
+ MainConsole.Instance.Commands.AddCommand(
+ "Debug",
+ false,
+ "debug jobengine",
+ "debug jobengine ",
+ "Start, stop, get status or set logging level of the job engine.",
+ "If stopped then all outstanding jobs are processed immediately.",
+ HandleControlCommand);
+ }
+
+ ///
+ /// Start a new long-lived thread.
+ ///
+ /// The method that will be executed in a new thread
+ /// A name to give to the new thread
+ /// Priority to run the thread at
+ /// True to run this thread as a background thread, otherwise false
+ /// Trigger an alarm function is we have timed out
+ /// If true then creation of thread is logged.
+ /// The newly created Thread object
+ public static Thread StartThread(
+ ThreadStart start, string name, ThreadPriority priority, bool isBackground, bool alarmIfTimeout, bool log = true)
+ {
+ return StartThread(start, name, priority, isBackground, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log);
+ }
+
+ ///
+ /// Start a new thread that is tracked by the watchdog
+ ///
+ /// The method that will be executed in a new thread
+ /// A name to give to the new thread
+ /// Priority to run the thread at
+ /// True to run this thread as a background
+ /// thread, otherwise false
+ /// Trigger an alarm function is we have timed out
+ ///
+ /// Alarm method to call if alarmIfTimeout is true and there is a timeout.
+ /// Normally, this will just return some useful debugging information.
+ ///
+ /// Number of milliseconds to wait until we issue a warning about timeout.
+ /// If true then creation of thread is logged.
+ /// The newly created Thread object
+ public static Thread StartThread(
+ ThreadStart start, string name, ThreadPriority priority, bool isBackground,
+ bool alarmIfTimeout, Func alarmMethod, int timeout, bool log = true)
+ {
+ Thread thread = new Thread(start);
+ thread.Priority = priority;
+ thread.IsBackground = isBackground;
+
+ Watchdog.ThreadWatchdogInfo twi
+ = new Watchdog.ThreadWatchdogInfo(thread, timeout, name)
+ { AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
+
+ Watchdog.AddThread(twi, name, log:log);
+
+ thread.Start();
+ thread.Name = name;
+
+ return thread;
+ }
+
+ ///
+ /// Run the callback in a new thread immediately. If the thread exits with an exception log it but do
+ /// not propogate it.
+ ///
+ /// Code for the thread to execute.
+ /// Object to pass to the thread.
+ /// Name of the thread
+ public static void RunInThread(WaitCallback callback, object obj, string name, bool log = false)
+ {
+ if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
+ {
+ Culture.SetCurrentCulture();
+ callback(obj);
+ return;
+ }
+
+ ThreadStart ts = new ThreadStart(delegate()
+ {
+ try
+ {
+ Culture.SetCurrentCulture();
+ callback(obj);
+ Watchdog.RemoveThread(log:false);
+ }
+ catch (Exception e)
+ {
+ m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e);
+ }
+ });
+
+ StartThread(ts, name, ThreadPriority.Normal, true, false, log:log);
+ }
+
+ ///
+ /// Run the callback via a threadpool thread.
+ ///
+ ///
+ /// Such jobs may run after some delay but must always complete.
+ ///
+ ///
+ ///
+ /// The name of the job. This is used in monitoring and debugging.
+ public static void RunInThreadPool(System.Threading.WaitCallback callback, object obj, string name)
+ {
+ Util.FireAndForget(callback, obj, name);
+ }
+
+ ///
+ /// Run a job.
+ ///
+ ///
+ /// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
+ /// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
+ /// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
+ /// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
+ /// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
+ /// sophisticated implementation could perform jobs concurrently when the server is under low load.
+ ///
+ /// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
+ /// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
+ /// beyond a single thread will require considerable thought.
+ ///
+ /// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
+ /// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
+ /// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
+ /// the job engine could be improved and so CPU utilization improved by better management of concurrency within
+ /// OpenSimulator.
+ ///
+ /// General classification for the job (e.g. "RezAttachments").
+ /// Callback for job.
+ /// Object to pass to callback when run
+ /// Specific name of job (e.g. "RezAttachments for Joe Bloggs"
+ /// If set to true then the job may be run in ths calling thread.
+ /// If the true then the job must never timeout.
+ /// If set to true then extra logging is performed.
+ public static void RunJob(
+ string jobType, WaitCallback callback, object obj, string name,
+ bool canRunInThisThread = false, bool mustNotTimeout = false,
+ bool log = false)
+ {
+ if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
+ {
+ Culture.SetCurrentCulture();
+ callback(obj);
+ return;
+ }
+
+ if (JobEngine.IsRunning)
+ JobEngine.QueueJob(name, () => callback(obj));
+ else if (canRunInThisThread)
+ callback(obj);
+ else if (mustNotTimeout)
+ RunInThread(callback, obj, name, log);
+ else
+ Util.FireAndForget(callback, obj, name);
+ }
+
+ private static void HandleControlCommand(string module, string[] args)
+ {
+ // if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
+ // return;
+
+ if (args.Length < 3)
+ {
+ MainConsole.Instance.Output("Usage: debug jobengine ");
+ return;
+ }
+
+ string subCommand = args[2];
+
+ if (subCommand == "stop")
+ {
+ JobEngine.Stop();
+ MainConsole.Instance.OutputFormat("Stopped job engine.");
+ }
+ else if (subCommand == "start")
+ {
+ JobEngine.Start();
+ MainConsole.Instance.OutputFormat("Started job engine.");
+ }
+ else if (subCommand == "status")
+ {
+ MainConsole.Instance.OutputFormat("Job engine running: {0}", JobEngine.IsRunning);
+
+ JobEngine.Job job = JobEngine.CurrentJob;
+ MainConsole.Instance.OutputFormat("Current job {0}", job != null ? job.Name : "none");
+
+ MainConsole.Instance.OutputFormat(
+ "Jobs waiting: {0}", JobEngine.IsRunning ? JobEngine.JobsWaiting.ToString() : "n/a");
+ MainConsole.Instance.OutputFormat("Log Level: {0}", JobEngine.LogLevel);
+ }
+ else if (subCommand == "log")
+ {
+ if (args.Length < 4)
+ {
+ MainConsole.Instance.Output("Usage: debug jobengine log ");
+ return;
+ }
+
+ // int logLevel;
+ int logLevel = int.Parse(args[3]);
+ // if (ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out logLevel))
+ // {
+ JobEngine.LogLevel = logLevel;
+ MainConsole.Instance.OutputFormat("Set debug log level to {0}", JobEngine.LogLevel);
+ // }
+ }
+ else
+ {
+ MainConsole.Instance.OutputFormat("Unrecognized job engine subcommand {0}", subCommand);
+ }
+ }
+ }
+}
\ No newline at end of file
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