From 36afd0bfd1f80131a9f8dd72cc8b3eb71f060e02 Mon Sep 17 00:00:00 2001
From: John Hurliman
Date: Fri, 5 Mar 2010 17:04:20 -0800
Subject: * Cache packed throttle data to avoid repeated allocations in
CheckForSignificantMovement() * Removed a lock on "return m_neighbours.Count"
in GetInaccurateNeighborCount(). Dictionary<>.Count by itself does not
benefit from locking
---
.../Region/ClientStack/LindenUDP/LLUDPClient.cs | 35 +++++++++++++++-------
OpenSim/Region/Framework/Scenes/Scene.cs | 5 +---
2 files changed, 25 insertions(+), 15 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 55d9c9c..6232c48 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -144,6 +144,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// A reference to the LLUDPServer that is managing this client
private readonly LLUDPServer m_udpServer;
+ /// Caches packed throttle information
+ private byte[] m_packedThrottles;
+
private int m_defaultRTO = 3000;
private int m_maxRTO = 60000;
@@ -350,21 +353,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.DripRate = texture;
bucket.MaxBurst = texture;
+
+ // Reset the packed throttles cached data
+ m_packedThrottles = null;
}
public byte[] GetThrottlesPacked()
{
- byte[] data = new byte[7 * 4];
- int i = 0;
-
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
- m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
- Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
+ byte[] data = m_packedThrottles;
+
+ if (data == null)
+ {
+ data = new byte[7 * 4];
+ int i = 0;
+
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
+ m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
+ Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
+
+ m_packedThrottles = data;
+ }
return data;
}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a880fe7..8f9663c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1132,10 +1132,7 @@ namespace OpenSim.Region.Framework.Scenes
public int GetInaccurateNeighborCount()
{
- lock (m_neighbours)
- {
- return m_neighbours.Count;
- }
+ return m_neighbours.Count;
}
// This is the method that shuts down the scene.
--
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