/* * 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", 30000); 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(); } public static Thread StartThread(ThreadStart start, string name, bool alarmIfTimeout = false, bool log = true) { return StartThread(start, name, ThreadPriority.Normal, true, alarmIfTimeout, null, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS, log); } /// /// 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 alarmIfTimeout, bool log = true) { return StartThread(start, name, priority, true, 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); } catch (Exception e) { m_log.Error(string.Format("[WATCHDOG]: Exception in thread {0}.", name), e); } finally { try { Watchdog.RemoveThread(log: false); } catch { } } }); StartThread(ts, name, 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, bool timeout = true) { Util.FireAndForget(callback, obj, name, timeout); } 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.Output("Stopped job engine."); } else if (subCommand == "start") { JobEngine.Start(); MainConsole.Instance.Output("Started job engine."); } else if (subCommand == "status") { MainConsole.Instance.Output("Job engine running: {0}", JobEngine.IsRunning); MainConsole.Instance.Output( "Jobs waiting: {0}", JobEngine.IsRunning ? JobEngine.JobsWaiting.ToString() : "n/a"); MainConsole.Instance.Output("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.Output("Set debug log level to {0}", JobEngine.LogLevel); // } } else { MainConsole.Instance.Output("Unrecognized job engine subcommand {0}", subCommand); } } } }