public virtual void RegionLoaded(IScene scene) { if (!m_Enabled) { return; } AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo { priority = ThreadPriority.Lowest, Threads = 1 }; threadpool = new AuroraThreadPool(info); blockthreadpool = new AuroraThreadPool(info); }
public virtual void RegionLoaded(Scene scene) { if (!m_Enabled) { return; } AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo(); info.priority = ThreadPriority.Lowest; info.Threads = 1; threadpool = new AuroraThreadPool(info); blockthreadpool = new AuroraThreadPool(info); scene.EventManager.OnStartupComplete += StartupComplete; }
public MaintenanceThread(ScriptEngine Engine) { m_ScriptEngine = Engine; EventManager = Engine.EventManager; //There IS a reason we start this, even if RunInMain is enabled // If this isn't enabled, we run into issues with the CmdHandlerQueue, // as it always must be async, so we must run the pool anyway AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo(); info.priority = ThreadPriority.Normal; info.Threads = 4; info.MaxSleepTime = Engine.Config.GetInt("SleepTime", 300); info.Threads = 1; threadpool = new AuroraThreadPool(info); AppDomain.CurrentDomain.AssemblyResolve += m_ScriptEngine.AssemblyResolver.OnAssemblyResolve; }
public MaintenanceThread(ScriptEngine Engine) { m_ScriptEngine = Engine; EventManager = Engine.EventManager; RunInMainProcessingThread = Engine.Config.GetBoolean("RunInMainProcessingThread", false); RunInMainProcessingThread = false; // temporary false until code is fix to work with true //There IS a reason we start this, even if RunInMain is enabled // If this isn't enabled, we run into issues with the CmdHandlerQueue, // as it always must be async, so we must run the pool anyway AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo { priority = ThreadPriority.Normal, Threads = 1, MaxSleepTime = Engine.Config.GetInt("SleepTime", 100), SleepIncrementTime = Engine.Config.GetInt("SleepIncrementTime", 1), Name = "Script Cmd Thread Pools" }; cmdThreadpool = new AuroraThreadPool(info); info.Name = "Script Loading Thread Pools"; scriptChangeThreadpool = new AuroraThreadPool(info); MaxScriptThreads = Engine.Config.GetInt("Threads", 100); // leave control threads out of user option AuroraThreadPoolStartInfo sinfo = new AuroraThreadPoolStartInfo { priority = ThreadPriority.Normal, Threads = MaxScriptThreads, MaxSleepTime = Engine.Config.GetInt("SleepTime", 100), SleepIncrementTime = Engine.Config.GetInt("SleepIncrementTime", 1), KillThreadAfterQueueClear = true, Name = "Script Event Thread Pools" }; scriptThreadpool = new AuroraThreadPool(sinfo); AppDomain.CurrentDomain.AssemblyResolve += m_ScriptEngine.AssemblyResolver.OnAssemblyResolve; }
public virtual void RegionLoaded(IScene scene) { if (!m_Enabled) return; AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo {priority = ThreadPriority.Lowest, Threads = 1}; threadpool = new AuroraThreadPool(info); blockthreadpool = new AuroraThreadPool(info); }