/* * 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(); } /// /// 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.QueueRequest(name, callback, obj); else if (canRunInThisThread) callback(obj); else if (mustNotTimeout) RunInThread(callback, obj, name, log); else Util.FireAndForget(callback, obj, name); } } }