Refactor scene presence list for lockless iteration. Lock contention will now only be for simultaneous add/removes of scene presences from the scene.

avinationmerge
Melanie 2010-05-21 03:41:32 +01:00
parent b6674c9b76
commit d28da5e5ce
1 changed files with 49 additions and 82 deletions

View File

@ -68,11 +68,9 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
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();
protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
@ -138,9 +136,10 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock();
try
{
m_scenePresences.Clear();
m_scenePresenceArray = new ScenePresence[0];
m_scenePresenceList = new List<ScenePresence>();
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
List<ScenePresence> newlist = new List<ScenePresence>();
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
finally
{
@ -554,34 +553,27 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock();
try
{
if (!m_scenePresences.ContainsKey(presence.UUID))
{
m_scenePresences.Add(presence.UUID, presence);
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
// Create a new array of ScenePresence references
int oldLength = m_scenePresenceArray.Length;
ScenePresence[] newArray = new ScenePresence[oldLength + 1];
Array.Copy(m_scenePresenceArray, newArray, oldLength);
newArray[oldLength] = presence;
m_scenePresenceArray = newArray;
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
if (!newmap.ContainsKey(presence.UUID))
{
newmap.Add(presence.UUID, presence);
newlist.Add(presence);
}
else
{
m_scenePresences[presence.UUID] = presence;
// Do a linear search through the array of ScenePresence references
// and update the modified entry
for (int i = 0; i < m_scenePresenceArray.Length; i++)
{
if (m_scenePresenceArray[i].UUID == presence.UUID)
{
m_scenePresenceArray[i] = presence;
break;
}
}
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
// Remember the old presene reference from the dictionary
ScenePresence oldref = newmap[presence.UUID];
// Replace the presence reference in the dictionary with the new value
newmap[presence.UUID] = presence;
// Find the index in the list where the old ref was stored and update the reference
newlist[newlist.IndexOf(oldref)] = presence;
}
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
finally
{
@ -604,24 +596,19 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.EnterWriteLock();
try
{
if (m_scenePresences.Remove(agentID))
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
// Remember the old presene reference from the dictionary
ScenePresence oldref = newmap[agentID];
// Remove the presence reference from the dictionary
if (newmap.Remove(agentID))
{
// Copy all of the elements from the previous array
// into the new array except the removed element
int oldLength = m_scenePresenceArray.Length;
ScenePresence[] newArray = new ScenePresence[oldLength - 1];
int j = 0;
for (int i = 0; i < m_scenePresenceArray.Length; i++)
{
ScenePresence presence = m_scenePresenceArray[i];
if (presence.UUID != agentID)
{
newArray[j] = presence;
++j;
}
}
m_scenePresenceArray = newArray;
m_scenePresenceList = new List<ScenePresence>(m_scenePresenceArray);
// Find the index in the list where the old ref was stored and remove the reference
newlist.RemoveAt(newlist.IndexOf(oldref));
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
else
{
@ -744,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Request a copy of m_scenePresences in this World
/// Get a reference to the scene presence list. Changes to the list will be done in a copy
/// There is no guarantee that presences will remain in the scene after the list is returned.
/// This list should remain private to SceneGraph. Callers wishing to iterate should instead
/// pass a delegate to ForEachScenePresence.
@ -752,15 +739,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
private List<ScenePresence> GetScenePresences()
{
m_scenePresencesLock.EnterReadLock();
try
{
return m_scenePresenceList;
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
return m_scenePresenceArray;
}
/// <summary>
@ -770,17 +749,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(UUID agentID)
{
ScenePresence sp;
m_scenePresencesLock.EnterReadLock();
try
{
m_scenePresences.TryGetValue(agentID, out sp);
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
return sp;
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
ScenePresence presence;
presences.TryGetValue(agentID, out presence);
return presence;
}
/// <summary>
@ -791,7 +763,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(string firstName, string lastName)
{
foreach (ScenePresence presence in GetScenePresences())
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
{
if (presence.Firstname == firstName && presence.Lastname == lastName)
return presence;
@ -806,7 +779,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(uint localID)
{
foreach (ScenePresence presence in GetScenePresences())
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
if (presence.LocalId == localID)
return presence;
return null;
@ -814,15 +788,8 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
m_scenePresencesLock.EnterReadLock();
try
{
m_scenePresences.TryGetValue(agentID, out avatar);
}
finally
{
m_scenePresencesLock.ExitReadLock();
}
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
presences.TryGetValue(agentID, out avatar);
return (avatar != null);
}
@ -1099,9 +1066,9 @@ namespace OpenSim.Region.Framework.Scenes
});
Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction);
*/
// For now, perform actiona serially
foreach (ScenePresence sp in GetScenePresences())
// For now, perform actions serially
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence sp in presences)
{
try
{