-
Couldn't load subscription status.
- Fork 134
[#51] Fix performance issue with Object Store #52
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
When BaseMaxSimultaneous was set to a large number the object-store was spending to much time finding the handle. This was fixed using a dictionary where the keys have the objects full hash.
After looking at this in the morning I realized I'm keying with hashcodes which is not guaranteed to be unique.
@AustinSmith13 let me know if you fix the uniqueness problem and I'll review. Thanks for the PR! 👍
@jacksondunstan After a little bit of research object.GetHashCode() returns a unique index assigned to the object by the CLR when the object is created and released from garbage collection.
So I don't think its likely to have a hash-code duplicate in the same app-domain but maybe after collection which I don't think is a problem.
I did implement a version with hash collision handling but it less nice looking and is probably slower. (but not by much)
I am thinking about keeping it the way it is, but microsoft advises against it here https://docs.microsoft.com/en-us/dotnet/api/system.object.gethashcode?view=netframework-4.8
public static int GetHandle(object obj) { // Null is always zero if (object.ReferenceEquals(obj, null)) { return 0; } lock (objects) { // Look up the handle in the hash table uint hash = (uint)obj.GetHashCode(); List<int> handleBucket = null; if (handleBucketByHash.TryGetValue(hash, out handleBucket)) { for (int i = 0; i < handleBucket.Count; i++) { int handleInBucket = handleBucket[i]; object objectInBucket = objects[handleInBucket]; if (object.ReferenceEquals(objectInBucket, obj)) { return handleInBucket; } } } } // Object not found return Store(obj); }
I've tried to cause hash collisions by creating and destroying thousands of objects per frame. No collisions.
If you are fine with whats there I would like to keep it the way it is without any collision handling for slight performance benefit.
Sorry about constantly changing this I can't help but try to make things perfect. I realize a better way of doing this would be to use a single dictionary Dictionary<object, int>. Dictionaries already consider hash collisions for there keys. I'll have this change ready for review later today.
...objects Dictionary<object, int> will take care of hashing/collisions for us.
@jacksondunstan This is ready for review.
After looking into how dictionaries work, I realized they already do everything I was previously trying to do. Internally they call GetHashCode and check equality for collisions.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Hey @AustinSmith13, thanks for the continued development on this PR. I just had a few comments and two of them are pretty minor.
When BaseMaxSimultaneous was set to a large number the object-store was
spending to much time finding the handle. This was fixed using a
dictionary where the keys have the objects full hash.