Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim

cpu-performance
Melanie 2013-06-05 23:44:26 +01:00
commit e53b62304f
4 changed files with 88 additions and 41 deletions

View File

@ -62,6 +62,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
// count. The entries are removed when the interest count reaches 0.
Dictionary<UUID,UUID> classifiedCache = new Dictionary<UUID, UUID>();
Dictionary<UUID,int> classifiedInterest = new Dictionary<UUID, int>();
Object classifiedLock;
public Scene Scene
{
@ -326,14 +327,17 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
string name = m["name"].AsString();
classifieds[cid] = name;
if(!classifiedCache.ContainsKey(cid))
{
classifiedCache.Add(cid,creatorId);
classifiedInterest.Add(cid, 0);
lock(classifiedCache)
classifiedCache.Add(cid,creatorId);
lock(classifiedInterest)
classifiedInterest.Add(cid, 0);
}
classifiedInterest[cid] ++;
lock(classifiedInterest)
classifiedInterest[cid] ++;
}
remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds);
@ -346,22 +350,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
ad.ClassifiedId = queryClassifiedID;
if(classifiedCache.ContainsKey(queryClassifiedID))
{
{
target = classifiedCache[queryClassifiedID];
if(classifiedInterest[queryClassifiedID] -- == 0)
{
lock(classifiedCache)
{
lock(classifiedInterest)
{
classifiedInterest.Remove(queryClassifiedID);
}
classifiedCache.Remove(queryClassifiedID);
}
}
}
lock(classifiedInterest)
classifiedInterest[queryClassifiedID] --;
if(classifiedInterest[queryClassifiedID] == 0)
{
lock(classifiedInterest)
classifiedInterest.Remove(queryClassifiedID);
lock(classifiedCache)
classifiedCache.Remove(queryClassifiedID);
}
}
string serverURI = string.Empty;
bool foreign = GetUserProfileServerURI(target, out serverURI);

View File

@ -121,6 +121,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
/// necessary.
/// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
/// of the list and act on that instead.
/// </remarks>
private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
@ -971,19 +973,27 @@ namespace OpenSim.Region.Framework.Scenes
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
// not transporting the required data.
lock (m_attachments)
{
if (HasAttachments())
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
//
// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
//
// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
List<SceneObjectGroup> attachments = GetAttachments();
// Resume scripts
foreach (SceneObjectGroup sog in m_attachments)
{
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts();
}
if (attachments.Count > 0)
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
// Resume scripts
foreach (SceneObjectGroup sog in attachments)
{
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts();
}
}
}

View File

@ -360,7 +360,7 @@ public static class BSParam
new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
false ),
new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
0.1f ),
0.089f ),
new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
true,

View File

@ -389,9 +389,21 @@ public class BSShapeMesh : BSShape
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Another reference to this shape is just counted.
IncrementReference();
return this;
BSShape ret = null;
// If the underlying shape is native, the actual shape has not been build (waiting for asset)
// and we must create a copy of the native shape since they are never shared.
if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
{
// TODO: decide when the native shapes should be freed. Check in Dereference?
ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
}
else
{
// Another reference to this shape is just counted.
IncrementReference();
ret = this;
}
return ret;
}
public override void Dereference(BSScene physicsScene)
{
@ -560,9 +572,21 @@ public class BSShapeHull : BSShape
}
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Another reference to this shape is just counted.
IncrementReference();
return this;
BSShape ret = null;
// If the underlying shape is native, the actual shape has not been build (waiting for asset)
// and we must create a copy of the native shape since they are never shared.
if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
{
// TODO: decide when the native shapes should be freed. Check in Dereference?
ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
}
else
{
// Another reference to this shape is just counted.
IncrementReference();
ret = this;
}
return ret;
}
public override void Dereference(BSScene physicsScene)
{
@ -1075,12 +1099,23 @@ public class BSShapeGImpact : BSShape
(w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
}
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{
// Calling this reference means we want another handle to an existing shape
// (usually linksets) so return this copy.
IncrementReference();
return this;
BSShape ret = null;
// If the underlying shape is native, the actual shape has not been build (waiting for asset)
// and we must create a copy of the native shape since they are never shared.
if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
{
// TODO: decide when the native shapes should be freed. Check in Dereference?
ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
}
else
{
// Another reference to this shape is just counted.
IncrementReference();
ret = this;
}
return ret;
}
// Dereferencing a compound shape releases the hold on all the child shapes.
public override void Dereference(BSScene physicsScene)