On code section that rezzes single objects and attachments, reduce CPU use by reading asset XML a single time with a stream reader rather than multiple times.

Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once).
Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability"
Optimization of other cases will follow if this change is successful.
bullet-2.82
Justin Clark-Casey (justincc) 2014-08-28 18:15:33 +01:00
parent b1ff78f4d8
commit f132f642b2
5 changed files with 127 additions and 70 deletions

View File

@ -798,7 +798,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
AssetBase rezAsset = m_Scene.AssetService.Get(assetID.ToString());
AssetBase rezAsset = m_Scene.AssetService.Get(assetID.ToString());
if (rezAsset == null)
{
@ -829,7 +829,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 pos;
bool single = m_Scene.GetObjectsToRez(rezAsset.Data, attachment, out objlist, out veclist, out bbox, out offsetHeight);
bool single
= m_Scene.GetObjectsToRez(
rezAsset.Data, attachment, out objlist, out veclist, out bbox, out offsetHeight);
if (single)
{

View File

@ -111,6 +111,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
InventoryFolderBase objsFolder
= InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, m_userId, "Objects")[0];
item1.Folder = objsFolder.ID;
item1.Flags |= (uint)InventoryItemFlags.ObjectHasMultipleItems;
m_scene.AddInventoryItem(item1);
SceneObjectGroup so

View File

@ -30,6 +30,7 @@ using System.Collections.Generic;
using System.Collections;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using OpenMetaverse;
@ -2192,60 +2193,84 @@ namespace OpenSim.Region.Framework.Scenes
/// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
/// </remarks>
/// <param name="assetData">Asset data</param>
/// <param name="attachment">Whether the item is an attachment</param>
/// <param name="isAttachment">True if the object is an attachment.</param>
/// <param name="objlist">The objects included in the asset</param>
/// <param name="veclist">Relative positions of the objects</param>
/// <param name="bbox">Bounding box of all the objects</param>
/// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box
/// to the centre of the root prim (relevant only when returning a single object)</param>
/// <returns>true = returning a single object; false = multiple objects</returns>
public bool GetObjectsToRez(byte[] assetData, bool attachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
/// <returns>
/// true if returning a single object or deserialization fails, false if returning the coalesced
/// list of objects
/// </returns>
public bool GetObjectsToRez(
byte[] assetData, bool isAttachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
out Vector3 bbox, out float offsetHeight)
{
objlist = new List<SceneObjectGroup>();
veclist = new List<Vector3>();
XmlDocument doc = new XmlDocument();
string xmlData = Utils.BytesToString(assetData);
doc.LoadXml(xmlData);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
if (e == null || attachment) // Single
try
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
objlist.Add(g);
veclist.Add(new Vector3(0, 0, 0));
bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
return true;
}
else
{
XmlElement coll = (XmlElement)e;
float bx = Convert.ToSingle(coll.GetAttribute("x"));
float by = Convert.ToSingle(coll.GetAttribute("y"));
float bz = Convert.ToSingle(coll.GetAttribute("z"));
bbox = new Vector3(bx, by, bz);
offsetHeight = 0;
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
foreach (XmlNode n in groups)
using (XmlTextReader reader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
objlist.Add(g);
reader.Read();
bool isSingleObject = reader.Name != "CoalescedObject";
XmlElement el = (XmlElement)n;
string rawX = el.GetAttribute("offsetx");
string rawY = el.GetAttribute("offsety");
string rawZ = el.GetAttribute("offsetz");
if (isSingleObject || isAttachment)
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(reader);
objlist.Add(g);
veclist.Add(Vector3.Zero);
bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
return true;
}
else
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlData);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
XmlElement coll = (XmlElement)e;
float bx = Convert.ToSingle(coll.GetAttribute("x"));
float by = Convert.ToSingle(coll.GetAttribute("y"));
float bz = Convert.ToSingle(coll.GetAttribute("z"));
bbox = new Vector3(bx, by, bz);
offsetHeight = 0;
float x = Convert.ToSingle(rawX);
float y = Convert.ToSingle(rawY);
float z = Convert.ToSingle(rawZ);
veclist.Add(new Vector3(x, y, z));
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
foreach (XmlNode n in groups)
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
objlist.Add(g);
XmlElement el = (XmlElement)n;
string rawX = el.GetAttribute("offsetx");
string rawY = el.GetAttribute("offsety");
string rawZ = el.GetAttribute("offsetz");
float x = Convert.ToSingle(rawX);
float y = Convert.ToSingle(rawY);
float z = Convert.ToSingle(rawZ);
veclist.Add(new Vector3(x, y, z));
}
return false;
}
}
}
catch (Exception e)
{
m_log.Error(
"[AGENT INVENTORY]: Deserialization of xml failed when looking for CoalescedObject tag. Exception ",
e);
return false;
bbox = Vector3.Zero;
offsetHeight = 0;
}
return true;
}
/// <summary>

View File

@ -902,6 +902,34 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void LoadScriptState(XmlTextReader reader)
{
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Looking for script state for {0} in {1}", Name);
while (reader.ReadToFollowing("SavedScriptState"))
{
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Loading script state for {0}", Name);
if (m_savedScriptState == null)
m_savedScriptState = new Dictionary<UUID, string>();
string uuid = reader.GetAttribute("UUID");
if (uuid != null)
{
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Found state for item ID {0} in object {1}", uuid, Name);
UUID itemid = new UUID(uuid);
if (itemid != UUID.Zero)
m_savedScriptState[itemid] = reader.ReadInnerXml();
}
else
{
m_log.WarnFormat("[SCENE OBJECT GROUP]: SavedScriptState element had no UUID in object {0}", Name);
}
}
}
/// <summary>
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
/// </summary>

View File

@ -58,58 +58,59 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// <param name="xmlData"></param>
/// <returns>The scene object deserialized. Null on failure.</returns>
public static SceneObjectGroup FromOriginalXmlFormat(string xmlData)
{
using (XmlTextReader reader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
return FromOriginalXmlFormat(reader);
}
/// <summary>
/// Deserialize a scene object from the original xml format
/// </summary>
/// <param name="xmlData"></param>
/// <returns>The scene object deserialized. Null on failure.</returns>
public static SceneObjectGroup FromOriginalXmlFormat(XmlTextReader reader)
{
//m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
//int time = System.Environment.TickCount;
SceneObjectGroup sceneObject = null;
try
{
StringReader sr;
XmlTextReader reader;
XmlNodeList parts;
XmlDocument doc;
int linkNum;
doc = new XmlDocument();
doc.LoadXml(xmlData);
parts = doc.GetElementsByTagName("RootPart");
reader.ReadToFollowing("RootPart");
reader.ReadToFollowing("SceneObjectPart");
sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
reader.ReadToFollowing("OtherParts");
if (parts.Count == 0)
throw new Exception("Invalid Xml format - no root part");
sr = new StringReader(parts[0].InnerXml);
reader = new XmlTextReader(sr);
SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
reader.Close();
sr.Close();
parts = doc.GetElementsByTagName("Part");
for (int i = 0; i < parts.Count; i++)
if (reader.ReadToDescendant("Part"))
{
sr = new StringReader(parts[i].InnerXml);
reader = new XmlTextReader(sr);
SceneObjectPart part = SceneObjectPart.FromXml(reader);
linkNum = part.LinkNum;
sceneObject.AddPart(part);
part.LinkNum = linkNum;
part.TrimPermissions();
reader.Close();
sr.Close();
do
{
if (reader.ReadToDescendant("SceneObjectPart"))
{
SceneObjectPart part = SceneObjectPart.FromXml(reader);
linkNum = part.LinkNum;
sceneObject.AddPart(part);
part.LinkNum = linkNum;
part.TrimPermissions();
}
}
while (reader.ReadToNextSibling("Part"));
}
// Script state may, or may not, exist. Not having any, is NOT
// ever a problem.
sceneObject.LoadScriptState(doc);
return sceneObject;
sceneObject.LoadScriptState(reader);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SERIALIZER]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed. Exception {0}", e);
return null;
}
return sceneObject;
}
/// <summary>