forked from External/mage
[app-wiring-refactor]: Remove static initialisation
- Remove all enum static managers - Introduce interfaces for the managers - Define new application wiring class (`ManagerFactory`) - Externalise the configuration
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48 changed files with 1385 additions and 911 deletions
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@ -1,24 +1,18 @@
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package mage.server.util;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.ScheduledExecutorService;
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import java.util.concurrent.ThreadFactory;
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import java.util.concurrent.ThreadPoolExecutor;
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import java.util.concurrent.TimeUnit;
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import mage.server.managers.IConfigSettings;
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import mage.server.managers.IThreadExecutor;
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import java.util.concurrent.*;
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/**
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*
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* @author BetaSteward_at_googlemail.com
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*/
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public enum ThreadExecutor {
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instance;
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private static final ExecutorService callExecutor = Executors.newCachedThreadPool();
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private static final ExecutorService userExecutor = Executors.newCachedThreadPool();
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private static final ExecutorService gameExecutor = Executors.newFixedThreadPool(ConfigSettings.instance.getMaxGameThreads());
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private static final ScheduledExecutorService timeoutExecutor = Executors.newScheduledThreadPool(4);
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private static final ScheduledExecutorService timeoutIdleExecutor = Executors.newScheduledThreadPool(4);
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public class ThreadExecutor implements IThreadExecutor {
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private final ExecutorService callExecutor;
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private final ExecutorService gameExecutor;
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private final ScheduledExecutorService timeoutExecutor;
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private final ScheduledExecutorService timeoutIdleExecutor;
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/**
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* noxx: what the settings below do is setting the ability to keep OS
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@ -26,17 +20,20 @@ instance;
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* within this time period, the thread may be discarded. But anyway if new
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* game is created later, new OS/java thread will be created for it taking
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* MaxGameThreads limit into account.
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*
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* <p>
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* This all is done for performance reasons as creating new OS threads is
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* resource consuming process.
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*/
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static {
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public ThreadExecutor(IConfigSettings config) {
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callExecutor = Executors.newCachedThreadPool();
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gameExecutor = Executors.newFixedThreadPool(config.getMaxGameThreads());
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timeoutExecutor = Executors.newScheduledThreadPool(4);
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timeoutIdleExecutor = Executors.newScheduledThreadPool(4);
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((ThreadPoolExecutor) callExecutor).setKeepAliveTime(60, TimeUnit.SECONDS);
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((ThreadPoolExecutor) callExecutor).allowCoreThreadTimeOut(true);
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((ThreadPoolExecutor) callExecutor).setThreadFactory(new XMageThreadFactory("CALL"));
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((ThreadPoolExecutor) userExecutor).setKeepAliveTime(60, TimeUnit.SECONDS);
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((ThreadPoolExecutor) userExecutor).allowCoreThreadTimeOut(true);
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((ThreadPoolExecutor) userExecutor).setThreadFactory(new XMageThreadFactory("USER"));
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((ThreadPoolExecutor) gameExecutor).setKeepAliveTime(60, TimeUnit.SECONDS);
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((ThreadPoolExecutor) gameExecutor).allowCoreThreadTimeOut(true);
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((ThreadPoolExecutor) gameExecutor).setThreadFactory(new XMageThreadFactory("GAME"));
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@ -49,6 +46,7 @@ instance;
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}
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@Override
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public int getActiveThreads(ExecutorService executerService) {
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if (executerService instanceof ThreadPoolExecutor) {
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return ((ThreadPoolExecutor) executerService).getActiveCount();
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@ -56,18 +54,22 @@ instance;
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return -1;
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}
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@Override
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public ExecutorService getCallExecutor() {
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return callExecutor;
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}
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@Override
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public ExecutorService getGameExecutor() {
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return gameExecutor;
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}
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@Override
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public ScheduledExecutorService getTimeoutExecutor() {
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return timeoutExecutor;
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}
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@Override
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public ScheduledExecutorService getTimeoutIdleExecutor() {
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return timeoutIdleExecutor;
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}
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