Optimise the heavily used GetScenePresences; eliminate the array->list conversion on every call and transition from hard locks to ReaderWriter locks.

avinationmerge
Tom Grimshaw 2010-05-12 08:25:40 -07:00
parent 98bd3e1f34
commit 7705012ee7
1 changed files with 48 additions and 8 deletions

View File

@ -70,6 +70,9 @@ namespace OpenSim.Region.Framework.Scenes
protected Dictionary<UUID, ScenePresence> m_scenePresences = new Dictionary<UUID, ScenePresence>();
protected ScenePresence[] m_scenePresenceArray = new ScenePresence[0];
protected List<ScenePresence> m_scenePresenceList = new List<ScenePresence>();
protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
@ -132,10 +135,16 @@ namespace OpenSim.Region.Framework.Scenes
protected internal void Close()
{
lock (m_scenePresences)
m_scenePresencesLock.EnterWriteLock();
try
{
m_scenePresences.Clear();
m_scenePresenceArray = new ScenePresence[0];
m_scenePresenceList = new List<ScenePresence>();
}
finally
{
m_scenePresencesLock.ExitWriteLock();
}
lock (m_dictionary_lock)
@ -542,7 +551,8 @@ namespace OpenSim.Region.Framework.Scenes
Entities[presence.UUID] = presence;
lock (m_scenePresences)
m_scenePresencesLock.EnterWriteLock();
try
{
if (!m_scenePresences.ContainsKey(presence.UUID))
{
@ -554,6 +564,7 @@ namespace OpenSim.Region.Framework.Scenes
Array.Copy(m_scenePresenceArray, newArray, oldLength);
newArray[oldLength] = presence;
m_scenePresenceArray = newArray;
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
}
else
{
@ -569,8 +580,13 @@ namespace OpenSim.Region.Framework.Scenes
break;
}
}
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
}
}
finally
{
m_scenePresencesLock.ExitWriteLock();
}
}
/// <summary>
@ -585,7 +601,8 @@ namespace OpenSim.Region.Framework.Scenes
agentID);
}
lock (m_scenePresences)
m_scenePresencesLock.EnterWriteLock();
try
{
if (m_scenePresences.Remove(agentID))
{
@ -604,12 +621,17 @@ namespace OpenSim.Region.Framework.Scenes
}
}
m_scenePresenceArray = newArray;
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
}
else
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
}
}
finally
{
m_scenePresencesLock.ExitWriteLock();
}
}
protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@ -730,8 +752,15 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
private List<ScenePresence> GetScenePresences()
{
lock (m_scenePresences)
return new List<ScenePresence>(m_scenePresenceArray);
m_scenePresencesLock.EnterReadLock();
try
{
return m_scenePresenceList;
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
}
/// <summary>
@ -742,10 +771,15 @@ namespace OpenSim.Region.Framework.Scenes
protected internal ScenePresence GetScenePresence(UUID agentID)
{
ScenePresence sp;
lock (m_scenePresences)
m_scenePresencesLock.EnterReadLock();
try
{
m_scenePresences.TryGetValue(agentID, out sp);
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
return sp;
}
@ -780,10 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
lock (m_scenePresences)
m_scenePresencesLock.EnterReadLock();
try
{
m_scenePresences.TryGetValue(agentID, out avatar);
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
return (avatar != null);
}
@ -1061,6 +1100,7 @@ namespace OpenSim.Region.Framework.Scenes
Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction);
*/
// For now, perform actiona serially
foreach (ScenePresence sp in GetScenePresences())
{
try