[Mono-dev] System.Reflection.Assembly::Load Performance?

Babbage Linden babbage at lindenlab.com
Wed Dec 9 08:57:23 EST 2009


2009/12/1 Zoltan Varga <vargaz at gmail.com>

> On Tue, Dec 1, 2009 at 6:02 PM, Babbage Linden <babbage at lindenlab.com>wrote:
>
>> Hi all,
>>
>> I'm currently investigating a performance problem which is causing complex
>> objects in Second Life containing many scripts to take a long time to load.
>>
>> We embed Mono in the Second Life simulator, so I turned on the profiler
>> before initialising the runtime:
>>
>> mono_profiler_load("default:stat");
>> mono_jit_init("root domain");
>> mono_internal_call_init();
>>
>> After shutting down the simulator, the profiler reported the slow method
>> as being System.Reflection.Assembly::Load(byte[]), with each call taking
>> 19.961ms:
>>
>> Time(ms) Count   P/call(ms) Method name
>> ########################
>>  4052.135     203   19.961   System.Reflection.Assembly::Load(byte[])
>>   Callers (with count) that contribute at least for 1%:
>>          102  50 % LindenLab.SecondLife.Script::.ctor(string,byte[],long&)
>>          101  49 % LindenLab.SecondLife.Script::Deserialize(byte[],byte[])
>>
>> Does this seem right? We're just passing an assembly as bytes to Mono and
>> asking it to turn it in to an assembly, 19ms seems like a long time to do
>> that.
>>
>> Are there any faster ways we could do this? In the example above an object
>> with 200 scripts in it is taking 4s to load, which is much faster than with
>> an LSL script.
>>
>>
> I can't reproduce this, most of the work happens in native code, could you
> try running under
> valgrind --tool=callgrind, that will profile the runtime code.
>

OK, I have a (15MB) callgrind.out file, what's the best way for me to get it
to you?

Cheers,

Jim
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