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

View File

@ -121,6 +121,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks> /// <remarks>
/// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
/// necessary. /// 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> /// </remarks>
private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 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 // 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 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
// not transporting the required data. // not transporting the required data.
lock (m_attachments) //
{ // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
if (HasAttachments()) // 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.
m_log.DebugFormat( //
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); // 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 if (attachments.Count > 0)
foreach (SceneObjectGroup sog in m_attachments) {
{ m_log.DebugFormat(
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
sog.ResumeScripts();
} // 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", new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
false ), false ),
new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", 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", new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
true, true,

View File

@ -389,9 +389,21 @@ public class BSShapeMesh : BSShape
} }
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{ {
// Another reference to this shape is just counted. BSShape ret = null;
IncrementReference(); // If the underlying shape is native, the actual shape has not been build (waiting for asset)
return this; // 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) public override void Dereference(BSScene physicsScene)
{ {
@ -560,9 +572,21 @@ public class BSShapeHull : BSShape
} }
public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
{ {
// Another reference to this shape is just counted. BSShape ret = null;
IncrementReference(); // If the underlying shape is native, the actual shape has not been build (waiting for asset)
return this; // 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) 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) ); (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 BSShape ret = null;
// (usually linksets) so return this copy. // If the underlying shape is native, the actual shape has not been build (waiting for asset)
IncrementReference(); // and we must create a copy of the native shape since they are never shared.
return this; 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. // Dereferencing a compound shape releases the hold on all the child shapes.
public override void Dereference(BSScene physicsScene) public override void Dereference(BSScene physicsScene)