From f30bf429c274c9d6d0cfc99513820f759ca94d3e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 26 Mar 2011 00:42:48 +0000 Subject: refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 60 +++++++++++++-------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index eca2786..345ed7a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -89,8 +89,8 @@ namespace OpenSim.Region.Framework.Scenes protected internal PhysicsScene _PhyScene; - protected internal Dictionary SceneObjectGroupsByLocalID = new Dictionary(); - protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByFullPartID = new Dictionary(); private Object m_updateLock = new Object(); @@ -131,10 +131,10 @@ namespace OpenSim.Region.Framework.Scenes m_scenePresenceArray = newlist; } - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.Clear(); - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID.Clear(); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.Clear(); + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID.Clear(); Entities.Clear(); } @@ -384,18 +384,18 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectCreate != null) OnObjectCreate(sceneObject); - lock (SceneObjectGroupsByFullID) + lock (SceneObjectGroupsByFullPartID) { - SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; foreach (SceneObjectPart part in children) - SceneObjectGroupsByFullID[part.UUID] = sceneObject; + SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; } - lock (SceneObjectGroupsByLocalID) + lock (SceneObjectGroupsByLocalPartID) { - SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; + SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject; foreach (SceneObjectPart part in children) - SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; + SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; } return true; @@ -427,20 +427,20 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); - lock (SceneObjectGroupsByFullID) + lock (SceneObjectGroupsByFullPartID) { SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) - SceneObjectGroupsByFullID.Remove(parts[i].UUID); - SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID); + SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); + SceneObjectGroupsByFullPartID.Remove(grp.RootPart.UUID); } - lock (SceneObjectGroupsByLocalID) + lock (SceneObjectGroupsByLocalPartID) { SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) - SceneObjectGroupsByLocalID.Remove(parts[i].LocalId); - SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId); + SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); + SceneObjectGroupsByLocalPartID.Remove(grp.RootPart.LocalId); } return Entities.Remove(uuid); @@ -854,14 +854,14 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); SceneObjectGroup sog; - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID.TryGetValue(localID, out sog); + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog); if (sog != null) { if (sog.HasChildPrim(localID)) return sog; - SceneObjectGroupsByLocalID.Remove(localID); + SceneObjectGroupsByLocalPartID.Remove(localID); } EntityBase[] entityList = GetEntities(); @@ -873,8 +873,8 @@ namespace OpenSim.Region.Framework.Scenes sog = (SceneObjectGroup)ent; if (sog.HasChildPrim(localID)) { - lock (SceneObjectGroupsByLocalID) - SceneObjectGroupsByLocalID[localID] = sog; + lock (SceneObjectGroupsByLocalPartID) + SceneObjectGroupsByLocalPartID[localID] = sog; return sog; } } @@ -891,16 +891,16 @@ namespace OpenSim.Region.Framework.Scenes private SceneObjectGroup GetGroupByPrim(UUID fullID) { SceneObjectGroup sog; - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.TryGetValue(fullID, out sog); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.TryGetValue(fullID, out sog); if (sog != null) { if (sog.ContainsPart(fullID)) return sog; - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID.Remove(fullID); + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID.Remove(fullID); } EntityBase[] entityList = GetEntities(); @@ -911,8 +911,8 @@ namespace OpenSim.Region.Framework.Scenes sog = (SceneObjectGroup)ent; if (sog.HasChildPrim(fullID)) { - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID[fullID] = sog; + lock (SceneObjectGroupsByFullPartID) + SceneObjectGroupsByFullPartID[fullID] = sog; return sog; } } @@ -1069,7 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void ForEachSOG(Action action) { - List objlist = new List(SceneObjectGroupsByFullID.Values); + List objlist = new List(SceneObjectGroupsByFullPartID.Values); foreach (SceneObjectGroup obj in objlist) { try -- cgit v1.1 From 26d16567e1e2bf28a3eafce6d3acf8d9646aaf84 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 26 Mar 2011 00:53:19 +0000 Subject: Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 30 ++++++++++++++++++++++----- 1 file changed, 25 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 345ed7a..1621398 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -88,9 +88,21 @@ namespace OpenSim.Region.Framework.Scenes protected internal object m_syncRoot = new object(); protected internal PhysicsScene _PhyScene; - - protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by the root part's UUID. + /// + protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by that part's UUID. + /// protected internal Dictionary SceneObjectGroupsByFullPartID = new Dictionary(); + + /// + /// Index the SceneObjectGroup for each part by that part's local ID. + /// + protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); private Object m_updateLock = new Object(); @@ -131,6 +143,8 @@ namespace OpenSim.Region.Framework.Scenes m_scenePresenceArray = newlist; } + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID.Clear(); lock (SceneObjectGroupsByFullPartID) SceneObjectGroupsByFullPartID.Clear(); lock (SceneObjectGroupsByLocalPartID) @@ -384,6 +398,9 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectCreate != null) OnObjectCreate(sceneObject); + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + lock (SceneObjectGroupsByFullPartID) { SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; @@ -426,6 +443,9 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); + + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID.Remove(grp.UUID); lock (SceneObjectGroupsByFullPartID) { @@ -1064,12 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Performs action on all scene object groups. + /// Performs action once on all scene object groups. /// /// protected internal void ForEachSOG(Action action) { - List objlist = new List(SceneObjectGroupsByFullPartID.Values); + // FIXME: Need to lock here, really. + List objlist = new List(SceneObjectGroupsByFullID.Values); foreach (SceneObjectGroup obj in objlist) { try @@ -1084,7 +1105,6 @@ namespace OpenSim.Region.Framework.Scenes } } } - /// /// Performs action on all scene presences. This can ultimately run the actions in parallel but -- cgit v1.1