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authorJohn Hurliman2009-10-19 15:19:09 -0700
committerJohn Hurliman2009-10-19 15:19:09 -0700
commit142008121e2e9c5ca5fca5de07b8a14e37279800 (patch)
tree003824e2639ba00636e3133d2f991b62d8b79bdc /OpenSim/Region/CoreModules
parentMerge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim into... (diff)
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* Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs6
2 files changed, 5 insertions, 6 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 332d3ce..53c64cb 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -147,9 +147,10 @@ namespace OpenSim.Region.CoreModules.World.Land
147 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 147 client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
148 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 148 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
149 149
150 if (m_scene.Entities.ContainsKey(client.AgentId)) 150 EntityBase presenceEntity;
151 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
151 { 152 {
152 SendLandUpdate((ScenePresence)m_scene.Entities[client.AgentId], true); 153 SendLandUpdate((ScenePresence)presenceEntity, true);
153 SendParcelOverlay(client); 154 SendParcelOverlay(client);
154 } 155 }
155 } 156 }
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index b9b7da5..bfe85f1 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -139,10 +139,8 @@ namespace OpenSim.Region.CoreModules.World.Land
139 } 139 }
140 else 140 else
141 { 141 {
142 //Normal Calculations 142 // Normal Calculations
143 return Convert.ToInt32( 143 return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.objectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
144 Math.Round((Convert.ToDecimal(LandData.Area) / Convert.ToDecimal(65536)) * m_scene.objectCapacity *
145 Convert.ToDecimal(m_scene.RegionInfo.RegionSettings.ObjectBonus))); ;
146 } 144 }
147 } 145 }
148 public int GetSimulatorMaxPrimCount(ILandObject thisObject) 146 public int GetSimulatorMaxPrimCount(ILandObject thisObject)