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authorDan Lake2009-10-13 19:13:06 -0700
committerJohn Hurliman2009-10-13 19:32:59 -0700
commit5976ac16b0eedaeca2360010a3d6f7be4213700a (patch)
tree8f6a80582a4640b5be0c242fd7cf2f19db39a72a /OpenSim/Region/Framework/Scenes/Scene.cs
parent* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count propert... (diff)
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Optimized heartbeat by calling Update() only on updated objects.
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs82
1 files changed, 37 insertions, 45 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7944548..1ca0267 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -117,6 +117,8 @@ namespace OpenSim.Region.Framework.Scenes
117 private volatile bool m_backingup = false; 117 private volatile bool m_backingup = false;
118 118
119 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 119 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
120
121 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
120 122
121 protected string m_simulatorVersion = "OpenSimulator Server"; 123 protected string m_simulatorVersion = "OpenSimulator Server";
122 124
@@ -246,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
246 248
247 private int m_update_physics = 1; 249 private int m_update_physics = 1;
248 private int m_update_entitymovement = 1; 250 private int m_update_entitymovement = 1;
249 private int m_update_entities = 1; // Run through all objects checking for updates 251 private int m_update_objects = 1; // Update objects which have scheduled themselves for updates
250 private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
251 private int m_update_presences = 1; // Update scene presence movements 252 private int m_update_presences = 1; // Update scene presence movements
252 private int m_update_events = 1; 253 private int m_update_events = 1;
253 private int m_update_backup = 200; 254 private int m_update_backup = 200;
@@ -979,28 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
979 maintc = Environment.TickCount; 980 maintc = Environment.TickCount;
980 981
981 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate; 982 TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
982 // Aquire a lock so only one update call happens at once
983 //updateLock.WaitOne();
984 float physicsFPS = 0; 983 float physicsFPS = 0;
985 //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
986 int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount();
987
988 if (agentsInScene > 21)
989 {
990 if (m_update_entities == 1)
991 {
992 m_update_entities = 5;
993 StatsReporter.SetUpdateMS(6000);
994 }
995 }
996 else
997 {
998 if (m_update_entities == 5)
999 {
1000 m_update_entities = 1;
1001 StatsReporter.SetUpdateMS(3000);
1002 }
1003 }
1004 984
1005 frameMS = Environment.TickCount; 985 frameMS = Environment.TickCount;
1006 try 986 try
@@ -1013,30 +993,17 @@ namespace OpenSim.Region.Framework.Scenes
1013 m_frame = 0; 993 m_frame = 0;
1014 994
1015 otherMS = Environment.TickCount; 995 otherMS = Environment.TickCount;
1016 // run through all entities looking for updates (slow)
1017 if (m_frame % m_update_entities == 0)
1018 {
1019 /* // Adam Experimental
1020 if (m_updateEntitiesThread == null)
1021 {
1022 m_updateEntitiesThread = new Thread(m_sceneGraph.UpdateEntities);
1023 996
1024 ThreadTracker.Add(m_updateEntitiesThread); 997 // Check if any objects have reached their targets
1025 } 998 CheckAtTargets();
1026 999
1027 if (m_updateEntitiesThread.ThreadState == ThreadState.Stopped) 1000 // Update SceneObjectGroups that have scheduled themselves for updates
1028 m_updateEntitiesThread.Start(); 1001 // Objects queue their updates onto all scene presences
1029 */ 1002 if (m_frame % m_update_objects == 0)
1030 1003 m_sceneGraph.UpdateObjectGroups();
1031 m_sceneGraph.UpdateEntities();
1032 }
1033 1004
1034 // run through entities that have scheduled themselves for 1005 // Run through all ScenePresences looking for updates
1035 // updates looking for updates(faster) 1006 // Presence updates and queued object updates for each presence are sent to clients
1036 if (m_frame % m_update_entitiesquick == 0)
1037 m_sceneGraph.ProcessUpdates();
1038
1039 // Run through scenepresences looking for updates
1040 if (m_frame % m_update_presences == 0) 1007 if (m_frame % m_update_presences == 0)
1041 m_sceneGraph.UpdatePresences(); 1008 m_sceneGraph.UpdatePresences();
1042 1009
@@ -1140,6 +1107,31 @@ namespace OpenSim.Region.Framework.Scenes
1140 } 1107 }
1141 } 1108 }
1142 1109
1110
1111 public void AddGroupTarget(SceneObjectGroup grp)
1112 {
1113 lock(m_groupsWithTargets)
1114 m_groupsWithTargets[grp.UUID] = grp;
1115 }
1116
1117 public void RemoveGroupTarget(SceneObjectGroup grp)
1118 {
1119 lock(m_groupsWithTargets)
1120 m_groupsWithTargets.Remove(grp.UUID);
1121 }
1122
1123 private void CheckAtTargets()
1124 {
1125 lock (m_groupsWithTargets)
1126 {
1127 foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in m_groupsWithTargets)
1128 {
1129 kvp.Value.checkAtTargets();
1130 }
1131 }
1132 }
1133
1134
1143 /// <summary> 1135 /// <summary>
1144 /// Send out simstats data to all clients 1136 /// Send out simstats data to all clients
1145 /// </summary> 1137 /// </summary>