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authorMic Bowman2011-04-23 12:17:10 -0700
committerMic Bowman2011-04-23 12:17:10 -0700
commite2c6ed236d45e91ffb354b1c59e9f5a5a5b7952d (patch)
treeb6342076e8489ca441a13418d258ecfde47f491a /OpenSim/Framework/PriorityQueue.cs
parentAdded a second immediate queue to be used for the BestAvatar policy (diff)
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Fix a bug looping through the priority queues. This should fix the problem
of not all prims being sent without reprioritization.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/PriorityQueue.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index 8eeafd1..3e6fdaa 100644
--- a/OpenSim/Framework/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -101,6 +101,7 @@ namespace OpenSim.Framework
101 int count = 0; 101 int count = 0;
102 for (int i = 0; i < m_heaps.Length; ++i) 102 for (int i = 0; i < m_heaps.Length; ++i)
103 count += m_heaps[i].Count; 103 count += m_heaps[i].Count;
104
104 return count; 105 return count;
105 } 106 }
106 } 107 }
@@ -171,9 +172,9 @@ namespace OpenSim.Framework
171 } 172 }
172 173
173 // Find the next non-immediate queue with updates in it 174 // Find the next non-immediate queue with updates in it
174 for (int i = 1; i < NumberOfQueues; ++i) 175 for (int i = 0; i < NumberOfQueues; ++i)
175 { 176 {
176 m_nextQueue = (uint)((m_nextQueue + i) % NumberOfQueues); 177 m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues);
177 m_countFromQueue = m_queueCounts[m_nextQueue]; 178 m_countFromQueue = m_queueCounts[m_nextQueue];
178 179
179 // if this is one of the immediate queues, just skip it 180 // if this is one of the immediate queues, just skip it