reduce unnecessary allocation of new items

LSLKeyTest
UbitUmarov 2016-08-24 06:26:31 +01:00
parent 99c3b61bd9
commit 32396742f8
1 changed files with 9 additions and 13 deletions

View File

@ -361,8 +361,8 @@ namespace OpenSim.Framework.Monitoring
/// <returns></returns>
public static bool RegisterStat(Stat stat)
{
SortedDictionary<string, SortedDictionary<string, Stat>> category = null, newCategory;
SortedDictionary<string, Stat> container = null, newContainer;
SortedDictionary<string, SortedDictionary<string, Stat>> category = null;
SortedDictionary<string, Stat> container = null;
lock (RegisteredStats)
{
@ -375,19 +375,15 @@ namespace OpenSim.Framework.Monitoring
// We take a copy-on-write approach here of replacing dictionaries when keys are added or removed.
// This means that we don't need to lock or copy them on iteration, which will be a much more
// common operation after startup.
if (container != null)
newContainer = new SortedDictionary<string, Stat>(container);
else
newContainer = new SortedDictionary<string, Stat>();
if (container == null)
container = new SortedDictionary<string, Stat>();
if (category != null)
newCategory = new SortedDictionary<string, SortedDictionary<string, Stat>>(category);
else
newCategory = new SortedDictionary<string, SortedDictionary<string, Stat>>();
if (category == null)
category = new SortedDictionary<string, SortedDictionary<string, Stat>>();
newContainer[stat.ShortName] = stat;
newCategory[stat.Container] = newContainer;
RegisteredStats[stat.Category] = newCategory;
container[stat.ShortName] = stat;
category[stat.Container] = container;
RegisteredStats[stat.Category] = category;
}
return true;