aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/ThirdParty/SmartThreadPool/SmartThreadPool.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Merge branch 'master' into careminsterMelanie2013-01-231-1/+7
|\ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
| * Assign the SmartThreadPool name in the constructorOren Hurvitz2013-01-191-1/+7
| | | | | | | | This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
* | While examining our 10,10,10 issue I discovered that several threads were ↵Tom Grimshaw2010-05-181-8/+5
|/ | | | locked with each other in an unusual place; I've moved the piece of code inside a lock[] context and so far it's looking promising.
* * Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman2009-10-221-1/+5
| | | | | | | (like the original implementation) * Only initialize Util's SmartThreadPool if it is actually being used * No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
* * This is Melanie's XEngine script engine. I've not tested this real well, ↵Teravus Ovares2008-05-301-0/+1438
however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.