From 142008121e2e9c5ca5fca5de07b8a14e37279800 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Mon, 19 Oct 2009 15:19:09 -0700 Subject: * 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 --- OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs') 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 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; - if (m_scene.Entities.ContainsKey(client.AgentId)) + EntityBase presenceEntity; + if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) { - SendLandUpdate((ScenePresence)m_scene.Entities[client.AgentId], true); + SendLandUpdate((ScenePresence)presenceEntity, true); SendParcelOverlay(client); } } -- cgit v1.1