Use only one (static) (de-)serializer for (de-)serializing SOPs.
That improves performance drastically, at least for Mono, as the (de-)serializers can then be optimized (and won't use reflection anymore). On my system, before this change de-/serialization took ~9s/9s, whereas after the change it takes ~.5/.2s.0.6.2-post-fixes
parent
fbd664ca84
commit
09378da127
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@ -401,9 +401,9 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SetRootPart(part);
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}
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public SceneObjectGroup(string xmlData, bool isOriginalXmlFormat)
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: this(UUID.Zero, xmlData, isOriginalXmlFormat)
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: this(UUID.Zero, xmlData, isOriginalXmlFormat)
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{
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}
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@ -423,7 +423,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (!isOriginalXmlFormat)
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throw new Exception("This constructor must specify the xml is in OpenSim's original format");
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m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
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int time = System.Environment.TickCount;
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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@ -475,6 +478,7 @@ namespace OpenSim.Region.Environment.Scenes
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reader.Close();
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sr.Close();
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m_log.DebugFormat("[SOG]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
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}
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/// <summary>
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@ -487,6 +491,9 @@ namespace OpenSim.Region.Environment.Scenes
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protected void SetFromXml(string xmlData)
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{
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m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
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int time = System.Environment.TickCount;
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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@ -531,6 +538,8 @@ namespace OpenSim.Region.Environment.Scenes
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reader.Close();
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sr.Close();
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m_log.DebugFormat("[SOG]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
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}
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protected virtual SceneObjectPart CreatePartFromXml(XmlTextReader reader)
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@ -714,6 +723,9 @@ namespace OpenSim.Region.Environment.Scenes
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public void ToXml(XmlTextWriter writer)
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{
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m_log.DebugFormat("[SOG]: Starting serialization of {0}", Name);
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int time = System.Environment.TickCount;
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
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m_rootPart.ToXml(writer);
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@ -735,6 +747,9 @@ namespace OpenSim.Region.Environment.Scenes
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writer.WriteEndElement();
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writer.WriteEndElement();
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m_log.DebugFormat("[SOG]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
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}
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public string ToXmlString2()
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@ -752,6 +767,9 @@ namespace OpenSim.Region.Environment.Scenes
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public void ToXml2(XmlTextWriter writer)
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{
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m_log.DebugFormat("[SOG]: Starting serialization of SOG {0} to XML2", Name);
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int time = System.Environment.TickCount;
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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m_rootPart.ToXml(writer);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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@ -769,6 +787,7 @@ namespace OpenSim.Region.Environment.Scenes
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writer.WriteEndElement();
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writer.WriteEndElement();
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m_log.DebugFormat("[SOG]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time);
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}
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/// <summary>
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@ -96,7 +96,11 @@ namespace OpenSim.Region.Environment.Scenes
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public class SceneObjectPart : IScriptHost, ISerializable
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
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// use a new instance every time)
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private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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#region Fields
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[XmlIgnore]
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@ -1619,7 +1623,6 @@ if (m_shape != null) {
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/// <returns></returns>
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public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
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{
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XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
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part.m_fromUserInventoryItemID = fromUserInventoryItemId;
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@ -3186,7 +3189,6 @@ if (m_shape != null) {
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/// <param name="xmlWriter"></param>
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public void ToXml(XmlWriter xmlWriter)
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{
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XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
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serializer.Serialize(xmlWriter, this);
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}
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