/*
* 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:
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* 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
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* 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);
}
public static void Stop()
{
JobEngine.Stop();
Watchdog.Stop();
}
///
/// 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;
thread.Name = name;
Watchdog.ThreadWatchdogInfo twi
= new Watchdog.ThreadWatchdogInfo(thread, timeout, name)
{ AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
Watchdog.AddThread(twi, name, log:log);
thread.Start();
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);
}
}
}
}