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Fix entity server memory leak and improve performance
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parent
79cf24d30f
commit
33bdd841c1
2 changed files with 5 additions and 8 deletions
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@ -2553,9 +2553,7 @@ bool EntityTree::writeToMap(QVariantMap& entityDescription, OctreeElementPointer
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}
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entityDescription["DataVersion"] = _persistDataVersion;
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entityDescription["Id"] = _persistID;
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// V8TODO: Creating new script engine each time is very inefficient
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ScriptEnginePointer engine = newScriptEngine();
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RecurseOctreeToMapOperator theOperator(entityDescription, element, engine.get(), skipDefaultValues,
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RecurseOctreeToMapOperator theOperator(entityDescription, element, scriptEngine.get(), skipDefaultValues,
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skipThoseWithBadParents, _myAvatar);
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withReadLock([&] {
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recurseTreeWithOperator(&theOperator);
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@ -2704,8 +2702,6 @@ bool EntityTree::readFromMap(QVariantMap& map, const bool isImport) {
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// to a ScriptValue, and then to EntityItemProperties. These properties are used
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// to add the new entity to the EntityTree.
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QVariantList entitiesQList = map["Entities"].toList();
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// V8TODO: Creating new script engine each time is very inefficient
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ScriptEnginePointer scriptEngine = newScriptEngine();
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if (entitiesQList.length() == 0) {
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qCDebug(entities) << "EntityTree::readFromMap: entitiesQList.length() == 0, Empty map or invalidly formed file";
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@ -2881,9 +2877,7 @@ bool EntityTree::readFromMap(QVariantMap& map, const bool isImport) {
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}
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bool EntityTree::writeToJSON(QString& jsonString, const OctreeElementPointer& element) {
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// V8TODO: Creating new script engine each time is very inefficient
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ScriptEnginePointer engine = newScriptEngine();
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RecurseOctreeToJSONOperator theOperator(element, engine.get(), jsonString);
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RecurseOctreeToJSONOperator theOperator(element, scriptEngine.get(), jsonString);
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withReadLock([&] {
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recurseTreeWithOperator(&theOperator);
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});
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@ -385,6 +385,9 @@ private:
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// Return an AACube containing object and all its entity descendants
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AACube updateEntityQueryAACubeWorker(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
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MovingEntitiesOperator& moveOperator, bool force, bool tellServer);
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// Script engine for writing entity tree data to and from JSON
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ScriptEnginePointer scriptEngine{ newScriptEngine() };
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};
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void convertGrabUserDataToProperties(EntityItemProperties& properties);
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