Mercurial > pidgin.yaz
view src/media.h @ 12233:02833a0ae716
[gaim-migrate @ 14535]
SF Patch #1367116 from Michael Carlson
"In profiling gaim, I noticed that on simply starting
CVS gaim, xmlnode_insert_child is using up by far the
most CPU time. After some testing, I realized the
reason why: xmlnode_insert_child is called some 18,000
times on startup, and it is inserting the child at the
end of the list each time, simply by traversing through
the entire linked list. Sometimes this list can have as
many as 800 elements.
This patch adds a variable to the _xmlnode struct,
lastchild, which simply keeps track of the last node in
the list of children. This is then used by
xmlnode_insert_child to insert at the end of the list,
instead of traversing through the whole list each time.
The two relevant functions in xmlnode.c that need to be
updated to keep track of this function appropriately
have been updated.
Running 3 times with and without the change, the
results from oprofile say it all. Here are the measured
number of clock cycles / % of total clock cycles /
function used to simply start and close gaim before the
change:
204 60.7143 xmlnode_insert_child
210 61.4035 xmlnode_insert_child
230 61.8280 xmlnode_insert_child
And after (note that one time no clock cycles were
caught at all)
3 2.5862 xmlnode_insert_child
3 2.5641 xmlnode_insert_child
This affects other areas of the program than just
starting up, but this seems to be the most noticeable
place."
Speed is good. As I was verifying this patch, I added some g_return_val_if_fail() checks.
committer: Tailor Script <tailor@pidgin.im>
author | Richard Laager <rlaager@wiktel.com> |
---|---|
date | Sun, 27 Nov 2005 03:42:39 +0000 |
parents | 90d7e0f342fa |
children | 2078f65a8e98 |
line wrap: on
line source
/** * @file media.h Voice and Video API * @ingroup core * * gaim * * Gaim is the legal property of its developers, whose names are too numerous * to list here. Please refer to the COPYRIGHT file distributed with this * source distribution. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _GAIM_MEDIA_H_ #define _GAIM_MEDIA_H_ typedef struct _GaimVoiceChat GaimVoiceChat; typedef struct _GaimMediaPrplOps GaimMediaPrplOps; #include "connection.h" /* Forward declarations so I needn't #include mediastreamer headers in * nearly every single file */ struct _MSFilter; struct _MSSync; /** * The state of a VoiceChat that should be reflected in the UI */ typedef enum { GAIM_MEDIA_STATE_CALLING, /**< An outgoing call is waiting to be answered */ GAIM_MEDIA_STATE_RECEIVING, /**< An incoming call is waiting to be answered */ GAIM_MEDIA_STATE_IN_PROGRESS, /**< The call is connected */ GAIM_MEDIA_STATE_ERROR, /**< Some error occured */ } GaimMediaState; /** * UI Operations */ typedef struct { void (*new_voice_chat)(GaimVoiceChat *vc); /**< A new voice chat is created */ void (*destroy)(GaimVoiceChat *vc); /**< The voice chat has been destroyed */ void (*state_change)(GaimVoiceChat *vc, GaimMediaState state); /**< The state of the voice chat has changed */ } GaimMediaUiOps; /** * PRPL Operations */ struct _GaimMediaPrplOps { void (*call)(GaimConnection *gc, const char *who); /**< Request an outgoing call to 'who' */ void (*init_filters)(GaimVoiceChat *); /**< Create the media stream for the call */ void (*accept)(GaimVoiceChat *); /**< Accept an incoming call */ void (*reject)(GaimVoiceChat *); /**< Reject an incoming call */ void (*terminate)(GaimVoiceChat *); /**< Terminate an in-progress call */ }; #ifdef HAVE_VV /** * Initializes mediastreamer and ortp */ void gaim_media_init(void); /**************************************************************************/ /** @name Voice Chat API **************************************************/ /**************************************************************************/ /*@{*/ /** * Creates a new voice chat * This function creates a new voice chat object, and tells the UI about it. The UI * probably won't want to do anything, until the state is changed to Incoming or Outgoing, * but the UI should initialize any data structures it needs on this call * * @param gc The connection this chat is happening on * @param name The person on the other end of the call * @return The new voice chat */ GaimVoiceChat *gaim_voice_chat_new(GaimConnection *gc, const char *name); /** * Destroys a voice chat * * @param vc The voice chat to destroy */ void gaim_voice_chat_destroy(GaimVoiceChat *vc); /** * Acessor function of the name of the other user on the voice chat * * @param vc The voice chat * @return The name */ const char *gaim_voice_chat_get_name(GaimVoiceChat *vc); /** * Accessor for the GaimConnection of the voice chat * * @param vc The voice chat * @return The GaimConnection */ GaimConnection *gaim_voice_chat_get_connection(GaimVoiceChat *vc); /** * Accessor for the UI data * * @param vc The voice chat * @return The UI data */ void *gaim_voice_chat_get_ui_data(GaimVoiceChat *vc); /** * Mutator for the UI Data * * @param vc The voice chat * @param data The data */ void gaim_voice_chat_set_ui_data(GaimVoiceChat *vc, void *data); /** * Accessor for the protocol data * * @param vc The voice chat * @return The protocol data */ void *gaim_voice_chat_get_proto_data(GaimVoiceChat *vc); /** * Mutator for the protocol data * * @param vc The voice chat * @param data The protocol data */ void gaim_voice_chat_set_proto_data(GaimVoiceChat *vc, void *data); /** * Accessor for the state * * @param vc The voice chat * @return The state */ GaimMediaState gaim_voice_chat_get_state(GaimVoiceChat *vc); /** * Mutator for the state * * @param vc The voice chat * @param state The state */ void gaim_voice_chat_set_state(GaimVoiceChat *vc, GaimMediaState state); /** * Accepts an incoming voice chat * * @param vc The voice chat */ void gaim_voice_chat_accept(GaimVoiceChat *vc); /** * Rejects an incoming voice chat * * @param vc The voice chat */ void gaim_voice_chat_reject(GaimVoiceChat *vc); /** * Terminates an in-progress voice chat * * @param vc The voice chat */ void gaim_voice_chat_terminate(GaimVoiceChat *vc); /** * Accessor for the microphone and speaker MSFilter objects * * @param vc The voice chat * @param microphone A pointer to return the microphone filter in, or NULL. * @param speaker A poitner to reutrn the speaker filter in, or NULL. */ void gaim_voice_chat_get_filters(GaimVoiceChat *vc, struct _MSFilter **microphone, struct _MSFilter **speaker); /** * Accessor for the Mediastreamer timer * * @param vc The voice chat * @return The timer */ struct _MSSync *gaim_voice_chat_get_timer(GaimVoiceChat *vc); /*@}*/ /**************************************************************************/ /** @name UI Registration Functions */ /**************************************************************************/ /*@{*/ /** * Sets the UI operations structure to be used for the buddy list. * * @param ops The ops struct. */ void gaim_media_set_ui_ops(GaimMediaUiOps *ops); /** * Returns the UI operations structure to be used for the buddy list. * * @return The UI operations structure. */ GaimMediaUiOps *gaim_media_get_ui_ops(void); /*@}*/ #endif /* HAVE_VV */ #endif /* _GAIM_MEDIA_H_ */