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author | Mic Bowman | 2011-04-20 21:58:49 -0700 |
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committer | Mic Bowman | 2011-04-20 21:58:49 -0700 |
commit | 7759bda833c03f4c29500dce32b835a7aef8285b (patch) | |
tree | 603e524f040dca865e3b67e50a78b4279c12e019 /OpenSim/Framework/PriorityQueue.cs | |
parent | Merge branch 'queuetest' of ssh://opensimulator.org/var/git/opensim into queu... (diff) | |
download | opensim-SC-7759bda833c03f4c29500dce32b835a7aef8285b.zip opensim-SC-7759bda833c03f4c29500dce32b835a7aef8285b.tar.gz opensim-SC-7759bda833c03f4c29500dce32b835a7aef8285b.tar.bz2 opensim-SC-7759bda833c03f4c29500dce32b835a7aef8285b.tar.xz |
Added an "immediate" queue to the priority queue. This is
per Melanie's very good suggestion. The immediate queue is
serviced completely before all others, making it a very good
place to put avatar updates & attachments.
Moved the priority queue out of the LLUDP directory and
into the framework. It is now a fairly general utility.
Diffstat (limited to 'OpenSim/Framework/PriorityQueue.cs')
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs new file mode 100644 index 0000000..eec2a92 --- /dev/null +++ b/OpenSim/Framework/PriorityQueue.cs | |||
@@ -0,0 +1,258 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Reflection; | ||
32 | |||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Framework.Client; | ||
35 | using log4net; | ||
36 | |||
37 | namespace OpenSim.Framework | ||
38 | { | ||
39 | public class PriorityQueue | ||
40 | { | ||
41 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
42 | |||
43 | public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); | ||
44 | |||
45 | // Heap[0] for self updates | ||
46 | // Heap[1..12] for entity updates | ||
47 | |||
48 | public const uint NumberOfQueues = 12; | ||
49 | public const uint ImmediateQueue = 0; | ||
50 | |||
51 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues]; | ||
52 | private Dictionary<uint, LookupItem> m_lookupTable; | ||
53 | private uint m_nextQueue = 0; | ||
54 | private UInt64 m_nextRequest = 0; | ||
55 | |||
56 | private object m_syncRoot = new object(); | ||
57 | public object SyncRoot { | ||
58 | get { return this.m_syncRoot; } | ||
59 | } | ||
60 | |||
61 | public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } | ||
62 | |||
63 | public PriorityQueue(int capacity) | ||
64 | { | ||
65 | m_lookupTable = new Dictionary<uint, LookupItem>(capacity); | ||
66 | |||
67 | for (int i = 0; i < m_heaps.Length; ++i) | ||
68 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); | ||
69 | } | ||
70 | |||
71 | public int Count | ||
72 | { | ||
73 | get | ||
74 | { | ||
75 | int count = 0; | ||
76 | for (int i = 0; i < m_heaps.Length; ++i) | ||
77 | count += m_heaps[i].Count; | ||
78 | return count; | ||
79 | } | ||
80 | } | ||
81 | |||
82 | public bool Enqueue(uint pqueue, IEntityUpdate value) | ||
83 | { | ||
84 | LookupItem lookup; | ||
85 | |||
86 | uint localid = value.Entity.LocalId; | ||
87 | UInt64 entry = m_nextRequest++; | ||
88 | if (m_lookupTable.TryGetValue(localid, out lookup)) | ||
89 | { | ||
90 | entry = lookup.Heap[lookup.Handle].EntryOrder; | ||
91 | value.Update(lookup.Heap[lookup.Handle].Value); | ||
92 | lookup.Heap.Remove(lookup.Handle); | ||
93 | } | ||
94 | |||
95 | pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); | ||
96 | lookup.Heap = m_heaps[pqueue]; | ||
97 | lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); | ||
98 | m_lookupTable[localid] = lookup; | ||
99 | |||
100 | return true; | ||
101 | } | ||
102 | |||
103 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) | ||
104 | { | ||
105 | // If there is anything in priority queue 0, return it first no | ||
106 | // matter what else. Breaks fairness. But very useful. | ||
107 | if (m_heaps[ImmediateQueue].Count > 0) | ||
108 | { | ||
109 | MinHeapItem item = m_heaps[ImmediateQueue].RemoveMin(); | ||
110 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
111 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
112 | value = item.Value; | ||
113 | |||
114 | return true; | ||
115 | } | ||
116 | |||
117 | for (int i = 0; i < NumberOfQueues; ++i) | ||
118 | { | ||
119 | // To get the fair queing, we cycle through each of the | ||
120 | // queues when finding an element to dequeue, this code | ||
121 | // assumes that the distribution of updates in the queues | ||
122 | // is polynomial, probably quadractic (eg distance of PI * R^2) | ||
123 | uint h = (uint)((m_nextQueue + i) % NumberOfQueues); | ||
124 | if (m_heaps[h].Count > 0) | ||
125 | { | ||
126 | m_nextQueue = (uint)((h + 1) % NumberOfQueues); | ||
127 | |||
128 | MinHeapItem item = m_heaps[h].RemoveMin(); | ||
129 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
130 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
131 | value = item.Value; | ||
132 | |||
133 | return true; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | timeinqueue = 0; | ||
138 | value = default(IEntityUpdate); | ||
139 | return false; | ||
140 | } | ||
141 | |||
142 | public void Reprioritize(UpdatePriorityHandler handler) | ||
143 | { | ||
144 | MinHeapItem item; | ||
145 | foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) | ||
146 | { | ||
147 | if (lookup.Heap.TryGetValue(lookup.Handle, out item)) | ||
148 | { | ||
149 | uint pqueue = item.PriorityQueue; | ||
150 | uint localid = item.Value.Entity.LocalId; | ||
151 | |||
152 | if (handler(ref pqueue, item.Value.Entity)) | ||
153 | { | ||
154 | // unless the priority queue has changed, there is no need to modify | ||
155 | // the entry | ||
156 | pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); | ||
157 | if (pqueue != item.PriorityQueue) | ||
158 | { | ||
159 | lookup.Heap.Remove(lookup.Handle); | ||
160 | |||
161 | LookupItem litem = lookup; | ||
162 | litem.Heap = m_heaps[pqueue]; | ||
163 | litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); | ||
164 | m_lookupTable[localid] = litem; | ||
165 | } | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); | ||
170 | lookup.Heap.Remove(lookup.Handle); | ||
171 | this.m_lookupTable.Remove(localid); | ||
172 | } | ||
173 | } | ||
174 | } | ||
175 | } | ||
176 | |||
177 | public override string ToString() | ||
178 | { | ||
179 | string s = ""; | ||
180 | for (int i = 0; i < NumberOfQueues; i++) | ||
181 | { | ||
182 | if (s != "") s += ","; | ||
183 | s += m_heaps[i].Count.ToString(); | ||
184 | } | ||
185 | return s; | ||
186 | } | ||
187 | |||
188 | #region MinHeapItem | ||
189 | private struct MinHeapItem : IComparable<MinHeapItem> | ||
190 | { | ||
191 | private IEntityUpdate value; | ||
192 | internal IEntityUpdate Value { | ||
193 | get { | ||
194 | return this.value; | ||
195 | } | ||
196 | } | ||
197 | |||
198 | private uint pqueue; | ||
199 | internal uint PriorityQueue { | ||
200 | get { | ||
201 | return this.pqueue; | ||
202 | } | ||
203 | } | ||
204 | |||
205 | private Int32 entrytime; | ||
206 | internal Int32 EntryTime { | ||
207 | get { | ||
208 | return this.entrytime; | ||
209 | } | ||
210 | } | ||
211 | |||
212 | private UInt64 entryorder; | ||
213 | internal UInt64 EntryOrder | ||
214 | { | ||
215 | get { | ||
216 | return this.entryorder; | ||
217 | } | ||
218 | } | ||
219 | |||
220 | internal MinHeapItem(uint pqueue, MinHeapItem other) | ||
221 | { | ||
222 | this.entrytime = other.entrytime; | ||
223 | this.entryorder = other.entryorder; | ||
224 | this.value = other.value; | ||
225 | this.pqueue = pqueue; | ||
226 | } | ||
227 | |||
228 | internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value) | ||
229 | { | ||
230 | this.entrytime = Util.EnvironmentTickCount(); | ||
231 | this.entryorder = entryorder; | ||
232 | this.value = value; | ||
233 | this.pqueue = pqueue; | ||
234 | } | ||
235 | |||
236 | public override string ToString() | ||
237 | { | ||
238 | return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); | ||
239 | } | ||
240 | |||
241 | public int CompareTo(MinHeapItem other) | ||
242 | { | ||
243 | // I'm assuming that the root part of an SOG is added to the update queue | ||
244 | // before the component parts | ||
245 | return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder); | ||
246 | } | ||
247 | } | ||
248 | #endregion | ||
249 | |||
250 | #region LookupItem | ||
251 | private struct LookupItem | ||
252 | { | ||
253 | internal MinHeap<MinHeapItem> Heap; | ||
254 | internal IHandle Handle; | ||
255 | } | ||
256 | #endregion | ||
257 | } | ||
258 | } | ||