Only force prim persistence before delete if the prim is the result of an unpersisted delink

This considerably improves delete performance for objects with large linksets
viewer-2-initial-appearance
Justin Clark-Casey (justincc) 2010-12-03 00:08:58 +00:00
parent 5246d98b8d
commit 7e72afcb3e
4 changed files with 28 additions and 8 deletions

View File

@ -1997,7 +1997,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="group">Object Id</param>
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@ -2038,7 +2038,7 @@ namespace OpenSim.Region.Framework.Scenes
group.DeleteGroupFromScene(silent);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
}
/// <summary>
@ -2057,9 +2057,12 @@ namespace OpenSim.Region.Framework.Scenes
// Force a database update so that the scene object group ID is accurate. It's possible that the
// group has recently been delinked from another group but that this change has not been persisted
// to the DB.
ForceSceneObjectBackup(so);
// This is an expensive thing to do so only do it if absolutely necessary.
if (so.HasGroupChangedDueToDelink)
ForceSceneObjectBackup(so);
so.DetachFromBackup();
SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID);
SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID);
}
// We need to keep track of this state in case this group is still queued for further backup.

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@ -119,10 +119,19 @@ namespace OpenSim.Region.Framework.Scenes
timeFirstChanged = DateTime.Now.Ticks;
}
m_hasGroupChanged = value;
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
}
get { return m_hasGroupChanged; }
}
/// <summary>
/// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
/// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
/// </summary>
public bool HasGroupChangedDueToDelink { get; private set; }
private bool isTimeToPersist()
{
@ -1330,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
HasGroupChanged = false;
HasGroupChangedDueToDelink = false;
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
@ -2208,8 +2218,9 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.Rezzed = RootPart.Rezzed;
//HasGroupChanged = true;
//ScheduleGroupForFullUpdate();
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
objectGroup.HasGroupChangedDueToDelink = true;
return objectGroup;
}

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@ -121,13 +121,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
"Not exactly sure what this is asserting...");
// Delink part 2
grp1.DelinkFromGroup(part2.LocalId);
SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);
if (debugtest)
m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
Assert.That(grp1.Parts.Length, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
Assert.That(grp3.HasGroupChangedDueToDelink, Is.True);
}
[Test]
@ -325,7 +326,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
sog.AddPart(linkPart);
scene.AddNewSceneObject(sog, true);
scene.AddNewSceneObject(sog, true);
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
// scene backup thread.
@ -333,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// These changes should occur immediately without waiting for a backup pass
SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.True);
scene.DeleteSceneObject(groupToDelete, false);
Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.False);
List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);

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@ -13,6 +13,8 @@
<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
<layout type="log4net.Layout.PatternLayout">
<conversionPattern value="%date{HH:mm:ss} - %message" />
<!-- console log with milliseconds. Useful for debugging -->
<!-- <conversionPattern value="%date{HH:mm:ss.fff} - %message" /> -->
</layout>
</appender>