Improved threading performance by reducing thread-hopping in queue locks (cs unlocked before event set)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@341 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -199,17 +199,20 @@ int cWorldStorage::GetSaveQueueLength(void)
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void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
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{
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// Queues the chunk for loading; if not loaded, the chunk will be generated
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cCSLock Lock(m_CSQueues);
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// Check if already in the queue:
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
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cCSLock Lock(m_CSQueues);
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// Check if already in the queue:
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for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
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{
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return;
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
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{
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return;
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}
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}
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m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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}
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m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
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m_Event.Set();
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}
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@ -219,9 +222,11 @@ void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, boo
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void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
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m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Event.Set();
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}
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@ -239,6 +244,7 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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continue;
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}
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m_LoadQueue.erase(itr);
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Lock.Unlock();
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m_evtRemoved.Set();
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return;
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} // for itr - m_LoadQueue[]
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@ -250,8 +256,10 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove(a_Chunk);
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{
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cCSLock Lock(m_CSQueues);
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m_SaveQueue.remove(a_Chunk);
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}
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m_evtRemoved.Set();
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}
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@ -84,24 +84,26 @@ void cChunkGenerator::Stop(void)
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void cChunkGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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cCSLock Lock(m_CS);
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// Check if it is already in the queue:
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for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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cCSLock Lock(m_CS);
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// Check if it is already in the queue:
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for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
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{
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// Already in the queue, bail out
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return;
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if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ))
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{
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// Already in the queue, bail out
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return;
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}
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} // for itr - m_Queue[]
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
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}
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} // for itr - m_Queue[]
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// Add to queue, issue a warning if too many:
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if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
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{
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LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
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m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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}
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m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
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m_Event.Set();
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}
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@ -714,9 +714,11 @@ void cServer::cNotifyWriteThread::Execute(void)
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void cServer::cNotifyWriteThread::NotifyClientWrite(const cClientHandle * a_Client)
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{
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cCSLock Lock(m_CS);
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m_Clients.remove(const_cast<cClientHandle *>(a_Client)); // Put it there only once
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m_Clients.push_back(const_cast<cClientHandle *>(a_Client));
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{
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cCSLock Lock(m_CS);
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m_Clients.remove(const_cast<cClientHandle *>(a_Client)); // Put it there only once
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m_Clients.push_back(const_cast<cClientHandle *>(a_Client));
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}
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m_Event.Set();
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}
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