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author | Melanie | 2012-03-21 22:45:34 +0100 |
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committer | Melanie | 2012-03-21 22:45:34 +0100 |
commit | 8652f277df5b5de1a61bfccf5386eb23913369e9 (patch) | |
tree | 283f22de851a3eee3943e417a05ac86f3c396e5d /OpenSim/Framework | |
parent | Stop messing order of updates, destroing the defined order of the selected pr... (diff) | |
download | opensim-SC-8652f277df5b5de1a61bfccf5386eb23913369e9.zip opensim-SC-8652f277df5b5de1a61bfccf5386eb23913369e9.tar.gz opensim-SC-8652f277df5b5de1a61bfccf5386eb23913369e9.tar.bz2 opensim-SC-8652f277df5b5de1a61bfccf5386eb23913369e9.tar.xz |
Revert "Stop messing order of updates, destroing the defined order of the selected priority (by distance being the one that makes sense(?). So called fairness serves no usefull purpose. If a region is lagged or user has bad comms, and far objects updates don't arrive, at least nearby thinks do have a chance to keep ticking. Just test on a big region and observe rez order on arrival. lower viewer bandwith helps seeing the diference. No use to put in core since cmic loves the priority scrambling code i comented out."
This reverts commit 68981d01f024f8a46949127e1cc23c81282f5220.
Diffstat (limited to 'OpenSim/Framework')
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 11 |
1 files changed, 3 insertions, 8 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index fe2a351..e7a7f7f 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs | |||
@@ -139,12 +139,7 @@ namespace OpenSim.Framework | |||
139 | { | 139 | { |
140 | // If there is anything in priority queue 0, return it first no | 140 | // If there is anything in priority queue 0, return it first no |
141 | // matter what else. Breaks fairness. But very useful. | 141 | // matter what else. Breaks fairness. But very useful. |
142 | // for (int iq = 0; iq < NumberOfImmediateQueues; iq++) | 142 | for (int iq = 0; iq < NumberOfImmediateQueues; iq++) |
143 | |||
144 | |||
145 | // keep original order | ||
146 | |||
147 | for (int iq = 0; iq < NumberOfQueues; iq++) | ||
148 | { | 143 | { |
149 | if (m_heaps[iq].Count > 0) | 144 | if (m_heaps[iq].Count > 0) |
150 | { | 145 | { |
@@ -156,7 +151,7 @@ namespace OpenSim.Framework | |||
156 | return true; | 151 | return true; |
157 | } | 152 | } |
158 | } | 153 | } |
159 | /* | 154 | |
160 | // To get the fair queing, we cycle through each of the | 155 | // To get the fair queing, we cycle through each of the |
161 | // queues when finding an element to dequeue. | 156 | // queues when finding an element to dequeue. |
162 | // We pull (NumberOfQueues - QueueIndex) items from each queue in order | 157 | // We pull (NumberOfQueues - QueueIndex) items from each queue in order |
@@ -198,7 +193,7 @@ namespace OpenSim.Framework | |||
198 | return true; | 193 | return true; |
199 | } | 194 | } |
200 | } | 195 | } |
201 | */ | 196 | |
202 | timeinqueue = 0; | 197 | timeinqueue = 0; |
203 | value = default(IEntityUpdate); | 198 | value = default(IEntityUpdate); |
204 | return false; | 199 | return false; |