Mercurial > pidgin.yaz
view src/roomlist.c @ 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 | 5151c6788f3d |
children | 5e2a365af01b |
line wrap: on
line source
/** * @file roomlist.c Room List 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 */ #include <glib.h> #include "account.h" #include "connection.h" #include "debug.h" #include "roomlist.h" #include "server.h" static GaimRoomlistUiOps *ops = NULL; /**************************************************************************/ /** @name Room List API */ /**************************************************************************/ /*@{*/ void gaim_roomlist_show_with_account(GaimAccount *account) { if (ops && ops->show_with_account) ops->show_with_account(account); } GaimRoomlist *gaim_roomlist_new(GaimAccount *account) { GaimRoomlist *list; g_return_val_if_fail(account != NULL, NULL); list = g_new0(GaimRoomlist, 1); list->account = account; list->rooms = NULL; list->fields = NULL; list->ref = 1; if (ops && ops->create) ops->create(list); return list; } void gaim_roomlist_ref(GaimRoomlist *list) { g_return_if_fail(list != NULL); list->ref++; gaim_debug_misc("roomlist", "reffing list, ref count now %d\n", list->ref); } static void gaim_roomlist_room_destroy(GaimRoomlist *list, GaimRoomlistRoom *r) { GList *l, *j; for (l = list->fields, j = r->fields; l && j; l = l->next, j = j->next) { GaimRoomlistField *f = l->data; if (f->type == GAIM_ROOMLIST_FIELD_STRING) g_free(j->data); } g_list_free(r->fields); g_free(r->name); g_free(r); } static void gaim_roomlist_field_destroy(GaimRoomlistField *f) { g_free(f->label); g_free(f->name); g_free(f); } static void gaim_roomlist_destroy(GaimRoomlist *list) { GList *l; gaim_debug_misc("roomlist", "destroying list %p\n", list); if (ops && ops->destroy) ops->destroy(list); if (list->rooms) { for (l = list->rooms; l; l = l->next) { GaimRoomlistRoom *r = l->data; gaim_roomlist_room_destroy(list, r); } g_list_free(list->rooms); } if (list->fields) { for (l = list->fields; l; l = l->next) { GaimRoomlistField *f = l->data; gaim_roomlist_field_destroy(f); } g_list_free(list->fields); } g_free(list); } void gaim_roomlist_unref(GaimRoomlist *list) { g_return_if_fail(list != NULL); list->ref--; gaim_debug_misc("roomlist", "unreffing list, ref count now %d\n", list->ref); if (list->ref == 0) gaim_roomlist_destroy(list); } void gaim_roomlist_set_fields(GaimRoomlist *list, GList *fields) { g_return_if_fail(list != NULL); list->fields = fields; if (ops && ops->set_fields) ops->set_fields(list, fields); } void gaim_roomlist_set_in_progress(GaimRoomlist *list, gboolean in_progress) { g_return_if_fail(list != NULL); list->in_progress = in_progress; if (ops && ops->in_progress) ops->in_progress(list, in_progress); } gboolean gaim_roomlist_get_in_progress(GaimRoomlist *list) { g_return_val_if_fail(list != NULL, FALSE); return list->in_progress; } void gaim_roomlist_room_add(GaimRoomlist *list, GaimRoomlistRoom *room) { g_return_if_fail(list != NULL); g_return_if_fail(room != NULL); list->rooms = g_list_append(list->rooms, room); if (ops && ops->add_room) ops->add_room(list, room); } GaimRoomlist *gaim_roomlist_get_list(GaimConnection *gc) { GaimPluginProtocolInfo *prpl_info = NULL; g_return_val_if_fail(gc != NULL, NULL); if (gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->roomlist_get_list) return prpl_info->roomlist_get_list(gc); return NULL; } void gaim_roomlist_cancel_get_list(GaimRoomlist *list) { GaimPluginProtocolInfo *prpl_info = NULL; GaimConnection *gc; g_return_if_fail(list != NULL); gc = gaim_account_get_connection(list->account); g_return_if_fail(gc != NULL); if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->roomlist_cancel) prpl_info->roomlist_cancel(list); } void gaim_roomlist_expand_category(GaimRoomlist *list, GaimRoomlistRoom *category) { GaimPluginProtocolInfo *prpl_info = NULL; GaimConnection *gc; g_return_if_fail(list != NULL); g_return_if_fail(category != NULL); g_return_if_fail(category->type & GAIM_ROOMLIST_ROOMTYPE_CATEGORY); gc = gaim_account_get_connection(list->account); g_return_if_fail(gc != NULL); if (gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->roomlist_expand_category) prpl_info->roomlist_expand_category(list, category); } /*@}*/ /**************************************************************************/ /** @name Room API */ /**************************************************************************/ /*@{*/ GaimRoomlistRoom *gaim_roomlist_room_new(GaimRoomlistRoomType type, const gchar *name, GaimRoomlistRoom *parent) { GaimRoomlistRoom *room; g_return_val_if_fail(name != NULL, NULL); room = g_new0(GaimRoomlistRoom, 1); room->type = type; room->name = g_strdup(name); room->parent = parent; return room; } void gaim_roomlist_room_add_field(GaimRoomlist *list, GaimRoomlistRoom *room, gconstpointer field) { GaimRoomlistField *f; g_return_if_fail(list != NULL); g_return_if_fail(room != NULL); g_return_if_fail(list->fields != NULL); if (!room->fields) f = list->fields->data; else f = g_list_nth_data(list->fields, g_list_length(room->fields)); g_return_if_fail(f != NULL); switch(f->type) { case GAIM_ROOMLIST_FIELD_STRING: room->fields = g_list_append(room->fields, g_strdup(field)); break; case GAIM_ROOMLIST_FIELD_BOOL: case GAIM_ROOMLIST_FIELD_INT: room->fields = g_list_append(room->fields, GINT_TO_POINTER(field)); break; } } void gaim_roomlist_room_join(GaimRoomlist *list, GaimRoomlistRoom *room) { GHashTable *components; GList *l, *j; GaimConnection *gc; g_return_if_fail(list != NULL); g_return_if_fail(room != NULL); gc = gaim_account_get_connection(list->account); if (!gc) return; components = g_hash_table_new(g_str_hash, g_str_equal); g_hash_table_replace(components, "name", room->name); for (l = list->fields, j = room->fields; l && j; l = l->next, j = j->next) { GaimRoomlistField *f = l->data; g_hash_table_replace(components, f->name, j->data); } serv_join_chat(gc, components); g_hash_table_destroy(components); } /*@}*/ /**************************************************************************/ /** @name Room Field API */ /**************************************************************************/ /*@{*/ GaimRoomlistField *gaim_roomlist_field_new(GaimRoomlistFieldType type, const gchar *label, const gchar *name, gboolean hidden) { GaimRoomlistField *f; g_return_val_if_fail(label != NULL, NULL); g_return_val_if_fail(name != NULL, NULL); f = g_new0(GaimRoomlistField, 1); f->type = type; f->label = g_strdup(label); f->name = g_strdup(name); f->hidden = hidden; return f; } /*@}*/ /**************************************************************************/ /** @name UI Registration Functions */ /**************************************************************************/ /*@{*/ void gaim_roomlist_set_ui_ops(GaimRoomlistUiOps *ui_ops) { ops = ui_ops; } GaimRoomlistUiOps *gaim_roomlist_get_ui_ops(void) { return ops; } /*@}*/