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 linksetsviewer-2-initial-appearance
parent
5246d98b8d
commit
7e72afcb3e
|
@ -1997,7 +1997,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <param name="group">Object Id</param>
|
/// <param name="group">Object Id</param>
|
||||||
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
|
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
|
||||||
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
|
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
|
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
|
||||||
|
|
||||||
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
|
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
|
||||||
|
@ -2038,7 +2038,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
group.DeleteGroupFromScene(silent);
|
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>
|
/// <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
|
// 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
|
// group has recently been delinked from another group but that this change has not been persisted
|
||||||
// to the DB.
|
// 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();
|
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.
|
// We need to keep track of this state in case this group is still queued for further backup.
|
||||||
|
|
|
@ -119,10 +119,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
timeFirstChanged = DateTime.Now.Ticks;
|
timeFirstChanged = DateTime.Now.Ticks;
|
||||||
}
|
}
|
||||||
m_hasGroupChanged = value;
|
m_hasGroupChanged = value;
|
||||||
|
|
||||||
|
// m_log.DebugFormat(
|
||||||
|
// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
|
||||||
}
|
}
|
||||||
|
|
||||||
get { return m_hasGroupChanged; }
|
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()
|
private bool isTimeToPersist()
|
||||||
{
|
{
|
||||||
|
@ -1330,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
|
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
|
||||||
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
|
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
|
||||||
HasGroupChanged = false;
|
HasGroupChanged = false;
|
||||||
|
HasGroupChangedDueToDelink = false;
|
||||||
|
|
||||||
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
|
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
|
||||||
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
|
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
|
||||||
|
@ -2208,8 +2218,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
linkPart.Rezzed = RootPart.Rezzed;
|
linkPart.Rezzed = RootPart.Rezzed;
|
||||||
|
|
||||||
//HasGroupChanged = true;
|
// When we delete a group, we currently have to force persist to the database if the object id has changed
|
||||||
//ScheduleGroupForFullUpdate();
|
// (since delete works by deleting all rows which have a given object id)
|
||||||
|
objectGroup.HasGroupChangedDueToDelink = true;
|
||||||
|
|
||||||
return objectGroup;
|
return objectGroup;
|
||||||
}
|
}
|
||||||
|
|
|
@ -121,13 +121,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
"Not exactly sure what this is asserting...");
|
"Not exactly sure what this is asserting...");
|
||||||
|
|
||||||
// Delink part 2
|
// Delink part 2
|
||||||
grp1.DelinkFromGroup(part2.LocalId);
|
SceneObjectGroup grp3 = grp1.DelinkFromGroup(part2.LocalId);
|
||||||
|
|
||||||
if (debugtest)
|
if (debugtest)
|
||||||
m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
|
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(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(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
|
||||||
|
Assert.That(grp3.HasGroupChangedDueToDelink, Is.True);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
|
@ -325,7 +326,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
|
|
||||||
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
|
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
|
||||||
sog.AddPart(linkPart);
|
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
|
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
|
||||||
// scene backup thread.
|
// scene backup thread.
|
||||||
|
@ -333,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||||
|
|
||||||
// These changes should occur immediately without waiting for a backup pass
|
// These changes should occur immediately without waiting for a backup pass
|
||||||
SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
|
SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
|
||||||
|
|
||||||
|
Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.True);
|
||||||
scene.DeleteSceneObject(groupToDelete, false);
|
scene.DeleteSceneObject(groupToDelete, false);
|
||||||
|
Assert.That(groupToDelete.HasGroupChangedDueToDelink, Is.False);
|
||||||
|
|
||||||
List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
|
List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);
|
||||||
|
|
||||||
|
|
|
@ -13,6 +13,8 @@
|
||||||
<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
|
<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
|
||||||
<layout type="log4net.Layout.PatternLayout">
|
<layout type="log4net.Layout.PatternLayout">
|
||||||
<conversionPattern value="%date{HH:mm:ss} - %message" />
|
<conversionPattern value="%date{HH:mm:ss} - %message" />
|
||||||
|
<!-- console log with milliseconds. Useful for debugging -->
|
||||||
|
<!-- <conversionPattern value="%date{HH:mm:ss.fff} - %message" /> -->
|
||||||
</layout>
|
</layout>
|
||||||
</appender>
|
</appender>
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue