From 86367d7219b3bd52f63045b2b17bcbde328844ed Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Nov 2014 23:56:32 +0000 Subject: refactor: Move methods to start a monitored thread, start work in its own thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere --- OpenSim/Region/Application/OpenSimBase.cs | 2 +- .../Linden/Caps/WebFetchInvDescModule.cs | 2 +- .../UDP/IncomingPacketAsyncHandlingEngine.cs | 2 +- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 4 ++-- .../Linden/UDP/OutgoingQueueRefillEngine.cs | 2 +- .../Region/CoreModules/Asset/FlotsamAssetCache.cs | 4 ++-- .../Archiver/InventoryArchiveWriteRequest.cs | 2 +- .../EntityTransfer/HGIncomingSceneObjectEngine.cs | 2 +- .../ServiceThrottle/ServiceThrottleModule.cs | 2 +- .../CoreModules/Scripting/XMLRPC/XMLRPCModule.cs | 2 +- .../Inventory/LocalInventoryServiceConnector.cs | 4 ++-- .../World/Archiver/ArchiveReadRequest.cs | 4 ++-- .../World/Archiver/ArchiveWriteRequest.cs | 2 +- .../CoreModules/World/Archiver/AssetsRequest.cs | 4 ++-- .../CoreModules/World/WorldMap/WorldMapModule.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 12 ++++++------ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 22 +++++++++++----------- .../Server/IRCClientView.cs | 2 +- .../InternetRelayClientView/Server/IRCServer.cs | 2 +- .../OptionalModules/Avatar/Chat/IRCConnector.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +- .../Api/Implementation/AsyncCommandManager.cs | 2 +- 22 files changed, 42 insertions(+), 42 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 0f61faf..3be411a 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -339,7 +339,7 @@ namespace OpenSim IConfig startupConfig = Config.Configs["Startup"]; if (startupConfig == null || startupConfig.GetBoolean("JobEngineEnabled", true)) - Watchdog.JobEngine.Start(); + WorkManager.JobEngine.Start(); m_httpServerPort = m_networkServersInfo.HttpListenerPort; SceneManager.OnRestartSim += HandleRestartRegion; diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 87192a0..84ca4bb 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -207,7 +207,7 @@ namespace OpenSim.Region.ClientStack.Linden for (uint i = 0; i < 2; i++) { - m_workerThreads[i] = Watchdog.StartThread(DoInventoryRequests, + m_workerThreads[i] = WorkManager.StartThread(DoInventoryRequests, String.Format("InventoryWorkerThread{0}", i), ThreadPriority.Normal, false, diff --git a/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacketAsyncHandlingEngine.cs b/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacketAsyncHandlingEngine.cs index 874ddae..6f40b24 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacketAsyncHandlingEngine.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/IncomingPacketAsyncHandlingEngine.cs @@ -132,7 +132,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat(m_requestsWaitingStat); - Watchdog.StartThread( + WorkManager.StartThread( ProcessRequests, string.Format("Incoming Packet Async Handling Engine Thread ({0})", m_udpServer.Scene.Name), ThreadPriority.Normal, diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index d8cf7a5..2f97516 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -483,7 +483,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP base.StartInbound(m_recvBufferSize, m_asyncPacketHandling); // This thread will process the packets received that are placed on the packetInbox - Watchdog.StartThread( + WorkManager.StartThread( IncomingPacketHandler, string.Format("Incoming Packets ({0})", Scene.Name), ThreadPriority.Normal, @@ -499,7 +499,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP base.StartOutbound(); - Watchdog.StartThread( + WorkManager.StartThread( OutgoingPacketHandler, string.Format("Outgoing Packets ({0})", Scene.Name), ThreadPriority.Normal, diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OutgoingQueueRefillEngine.cs b/OpenSim/Region/ClientStack/Linden/UDP/OutgoingQueueRefillEngine.cs index 2ec1733..1e915c3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OutgoingQueueRefillEngine.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OutgoingQueueRefillEngine.cs @@ -124,7 +124,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat(m_oqreRequestsWaitingStat); - Watchdog.StartThread( + WorkManager.StartThread( ProcessRequests, String.Format("OutgoingQueueRefillEngineThread ({0})", m_udpServer.Scene.Name), ThreadPriority.Normal, diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 5eca025..fe9a17d 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs @@ -964,11 +964,11 @@ namespace OpenSim.Region.CoreModules.Asset case "assets": con.Output("Ensuring assets are cached for all scenes."); - Watchdog.RunInThread(delegate + WorkManager.RunInThread(delegate { int assetReferenceTotal = TouchAllSceneAssets(true); con.OutputFormat("Completed check with {0} assets.", assetReferenceTotal); - }, "TouchAllSceneAssets", null); + }, null, "TouchAllSceneAssets"); break; diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs index 9fb8aa5..6dab227 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs @@ -431,7 +431,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver m_scene.UserAccountService, m_scene.RegionInfo.ScopeID, options, ReceivedAllAssets); - Watchdog.RunInThread(o => ar.Execute(), string.Format("AssetsRequest ({0})", m_scene.Name), null); + WorkManager.RunInThread(o => ar.Execute(), null, string.Format("AssetsRequest ({0})", m_scene.Name)); } else { diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGIncomingSceneObjectEngine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGIncomingSceneObjectEngine.cs index ce6cdc9..f62e7f4 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGIncomingSceneObjectEngine.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGIncomingSceneObjectEngine.cs @@ -134,7 +134,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer StatsManager.RegisterStat(m_requestsWaitingStat); - Watchdog.StartThread( + WorkManager.StartThread( ProcessRequests, string.Format("HG Incoming Scene Object Engine Thread ({0})", Name), ThreadPriority.Normal, diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs index a70261e..3abacbd 100644 --- a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Framework m_timer.Elapsed += ProcessQueue; m_timer.Start(); - //Watchdog.StartThread( + //WorkManager.StartThread( // ProcessQueue, // "GridServiceRequestThread", // ThreadPriority.BelowNormal, diff --git a/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs b/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs index d7ea906..af3700b 100644 --- a/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs @@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC public void Process() { _finished = false; - Watchdog.StartThread(SendRequest, "HttpRequestThread", ThreadPriority.BelowNormal, true, false); + WorkManager.StartThread(SendRequest, "HttpRequestThread", ThreadPriority.BelowNormal, true, false); } /* diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index 470ef02..cbe0e37 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs @@ -184,12 +184,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory // Protect ourselves against the caller subsequently modifying the items list List items = new List(invCol.Items); - Watchdog.RunInThread(delegate + WorkManager.RunInThread(delegate { foreach (InventoryItemBase item in items) if (!string.IsNullOrEmpty(item.CreatorData)) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - }, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID), null); + }, null, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID)); } return invCol; diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 3e0c9f3..9c6706f 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -372,7 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so // that users can enter the scene. If we allow the scripts to start in the loop above // then they significantly increase the time until the OAR finishes loading. - Watchdog.RunInThread(o => + WorkManager.RunInThread(o => { Thread.Sleep(15000); m_log.Info("[ARCHIVER]: Starting scripts in scene objects"); @@ -387,7 +387,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver sceneContext.SceneObjects.Clear(); } - }, string.Format("ReadArchiveStartScripts (request {0})", m_requestId), null); + }, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId)); m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs index 924b999..b7d7c26 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs @@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); - Watchdog.RunInThread(o => ar.Execute(), "Archive Assets Request", null); + WorkManager.RunInThread(o => ar.Execute(), null, "Archive Assets Request"); // CloseArchive() will be called from ReceivedAllAssets() } diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index ec39bc0..4d99a6e 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs @@ -227,7 +227,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver finally { if (timedOut) - Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", true); + WorkManager.RunInThread(PerformAssetsRequestCallback, true, "Archive Assets Request Callback"); } } @@ -296,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver // We want to stop using the asset cache thread asap // as we now need to do the work of producing the rest of the archive - Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", false); + WorkManager.RunInThread(PerformAssetsRequestCallback, false, "Archive Assets Request Callback"); } else { diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 78fbefe..767f75f 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -381,7 +381,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // m_log.Debug("[WORLD MAP]: Starting remote MapItem request thread"); - Watchdog.StartThread( + WorkManager.StartThread( process, string.Format("MapItemRequestThread ({0})", m_scene.RegionInfo.RegionName), ThreadPriority.BelowNormal, diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 171f066..f7c12d6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1428,7 +1428,7 @@ namespace OpenSim.Region.Framework.Scenes } m_heartbeatThread - = Watchdog.StartThread( + = WorkManager.StartThread( Heartbeat, string.Format("Heartbeat-({0})", RegionInfo.RegionName.Replace(" ", "_")), ThreadPriority.Normal, false, false); StartScripts(); @@ -1469,7 +1469,7 @@ namespace OpenSim.Region.Framework.Scenes // alarms for scenes with many objects. Update(1); - Watchdog.StartThread( + WorkManager.StartThread( Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true); Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; @@ -1568,10 +1568,10 @@ namespace OpenSim.Region.Framework.Scenes tmpMS = Util.EnvironmentTickCount(); m_cleaningTemps = true; - Watchdog.RunInThread( + WorkManager.RunInThread( delegate { CleanTempObjects(); m_cleaningTemps = false; }, - string.Format("CleanTempObjects ({0})", Name), - null); + null, + string.Format("CleanTempObjects ({0})", Name)); tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); } @@ -1843,7 +1843,7 @@ namespace OpenSim.Region.Framework.Scenes if (!m_backingup) { m_backingup = true; - Watchdog.RunInThread(o => Backup(false), string.Format("BackupWaitCallback ({0})", Name), null); + WorkManager.RunInThread(o => Backup(false), null, string.Format("BackupWaitCallback ({0})", Name)); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 757ec43..5a35aff 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1228,11 +1228,11 @@ namespace OpenSim.Region.Framework.Scenes // viewers without (e.g. v1 viewers) will not, so we still need to make this call. if (Scene.AttachmentsModule != null) { - Watchdog.RunJob( + WorkManager.RunJob( "RezAttachments", o => Scene.AttachmentsModule.RezAttachments(this), - string.Format("Rez attachments for {0} in {1}", Name, Scene.Name), - null); + null, + string.Format("Rez attachments for {0} in {1}", Name, Scene.Name)); } } else @@ -1254,11 +1254,11 @@ namespace OpenSim.Region.Framework.Scenes if (attachments.Count > 0) { - Watchdog.RunJob( + WorkManager.RunJob( "StartAttachmentScripts", o => RestartAttachmentScripts(attachments), - string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), null, + string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), true); } } @@ -1815,11 +1815,11 @@ namespace OpenSim.Region.Framework.Scenes // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. // This may be due to viewer code or it may be something we're not doing properly simulator side. - Watchdog.RunJob( + WorkManager.RunJob( "ScheduleAttachmentsForFullUpdate", o => ScheduleAttachmentsForFullUpdate(), - string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), null, + string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), true); // m_log.DebugFormat( @@ -3375,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes SentInitialDataToClient = true; // Send all scene object to the new client - Watchdog.RunJob("SendInitialDataToClient", delegate + WorkManager.RunJob("SendInitialDataToClient", delegate { // m_log.DebugFormat( // "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}", @@ -3393,7 +3393,7 @@ namespace OpenSim.Region.Framework.Scenes if (e != null && e is SceneObjectGroup) ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); } - }, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name),null, false, true); + }, null, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), false, true); } /// @@ -4057,11 +4057,11 @@ namespace OpenSim.Region.Framework.Scenes // We don't need to worry about a race condition as the job to later start the scripts is also // JobEngine scheduled and so will always occur after this task. // XXX: This will not be true if JobEngine ever gets more than one thread. - Watchdog.RunJob( + WorkManager.RunJob( "CopyAttachments", o => Scene.AttachmentsModule.CopyAttachments(cAgent, this), - string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), null, + string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), true); } diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index e1aaf18..6fe86b2 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -71,7 +71,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server m_client = client; m_scene = scene; - Watchdog.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false, true); + WorkManager.StartThread(InternalLoop, "IRCClientView", ThreadPriority.Normal, false, true); } private void SendServerCommand(string command) diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCServer.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCServer.cs index 9d27386..a1682d2 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCServer.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCServer.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server m_listener.Start(50); - Watchdog.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false, true); + WorkManager.StartThread(ListenLoop, "IRCServer", ThreadPriority.Normal, false, true); m_baseScene = baseScene; } diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs index bdd07e0..6985371 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs @@ -359,7 +359,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat m_log.InfoFormat("[IRC-Connector-{0}]: Connected to {1}:{2}", idn, m_server, m_port); - Watchdog.StartThread(ListenerRun, "IRCConnectionListenerThread", ThreadPriority.Normal, true, false); + WorkManager.StartThread(ListenerRun, "IRCConnectionListenerThread", ThreadPriority.Normal, true, false); // This is the message order recommended by RFC 2812 if (m_password != null) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 46a13ab..0f79a10 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -293,7 +293,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { // The physics simulation should happen independently of the heartbeat loop m_physicsThread - = Watchdog.StartThread( + = WorkManager.StartThread( BulletSPluginPhysicsThread, string.Format("{0} ({1})", BulletEngineName, RegionName), ThreadPriority.Normal, diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index 40a05cf..036cb5d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -182,7 +182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // Start the thread that will be doing the work cmdHandlerThread - = Watchdog.StartThread( + = WorkManager.StartThread( CmdHandlerThreadLoop, "AsyncLSLCmdHandlerThread", ThreadPriority.Normal, true, true); } } -- cgit v1.1