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Diffstat (limited to 'OpenSim/Framework/PriorityQueue.cs')
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 323 |
1 files changed, 323 insertions, 0 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs new file mode 100644 index 0000000..3e6fdaa --- /dev/null +++ b/OpenSim/Framework/PriorityQueue.cs | |||
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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 | /// <summary> | ||
46 | /// Total number of queues (priorities) available | ||
47 | /// </summary> | ||
48 | public const uint NumberOfQueues = 12; | ||
49 | |||
50 | /// <summary> | ||
51 | /// Number of queuest (priorities) that are processed immediately | ||
52 | /// </summary. | ||
53 | public const uint NumberOfImmediateQueues = 2; | ||
54 | |||
55 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues]; | ||
56 | private Dictionary<uint, LookupItem> m_lookupTable; | ||
57 | |||
58 | // internal state used to ensure the deqeues are spread across the priority | ||
59 | // queues "fairly". queuecounts is the amount to pull from each queue in | ||
60 | // each pass. weighted towards the higher priority queues | ||
61 | private uint m_nextQueue = 0; | ||
62 | private uint m_countFromQueue = 0; | ||
63 | private uint[] m_queueCounts = { 8, 4, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1 }; | ||
64 | |||
65 | // next request is a counter of the number of updates queued, it provides | ||
66 | // a total ordering on the updates coming through the queue and is more | ||
67 | // lightweight (and more discriminating) than tick count | ||
68 | private UInt64 m_nextRequest = 0; | ||
69 | |||
70 | /// <summary> | ||
71 | /// Lock for enqueue and dequeue operations on the priority queue | ||
72 | /// </summary> | ||
73 | private object m_syncRoot = new object(); | ||
74 | public object SyncRoot { | ||
75 | get { return this.m_syncRoot; } | ||
76 | } | ||
77 | |||
78 | #region constructor | ||
79 | public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } | ||
80 | |||
81 | public PriorityQueue(int capacity) | ||
82 | { | ||
83 | m_lookupTable = new Dictionary<uint, LookupItem>(capacity); | ||
84 | |||
85 | for (int i = 0; i < m_heaps.Length; ++i) | ||
86 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); | ||
87 | |||
88 | m_nextQueue = NumberOfImmediateQueues; | ||
89 | m_countFromQueue = m_queueCounts[m_nextQueue]; | ||
90 | } | ||
91 | #endregion Constructor | ||
92 | |||
93 | #region PublicMethods | ||
94 | /// <summary> | ||
95 | /// Return the number of items in the queues | ||
96 | /// </summary> | ||
97 | public int Count | ||
98 | { | ||
99 | get | ||
100 | { | ||
101 | int count = 0; | ||
102 | for (int i = 0; i < m_heaps.Length; ++i) | ||
103 | count += m_heaps[i].Count; | ||
104 | |||
105 | return count; | ||
106 | } | ||
107 | } | ||
108 | |||
109 | /// <summary> | ||
110 | /// Enqueue an item into the specified priority queue | ||
111 | /// </summary> | ||
112 | public bool Enqueue(uint pqueue, IEntityUpdate value) | ||
113 | { | ||
114 | LookupItem lookup; | ||
115 | |||
116 | uint localid = value.Entity.LocalId; | ||
117 | UInt64 entry = m_nextRequest++; | ||
118 | if (m_lookupTable.TryGetValue(localid, out lookup)) | ||
119 | { | ||
120 | entry = lookup.Heap[lookup.Handle].EntryOrder; | ||
121 | value.Update(lookup.Heap[lookup.Handle].Value); | ||
122 | lookup.Heap.Remove(lookup.Handle); | ||
123 | } | ||
124 | |||
125 | pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); | ||
126 | lookup.Heap = m_heaps[pqueue]; | ||
127 | lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); | ||
128 | m_lookupTable[localid] = lookup; | ||
129 | |||
130 | return true; | ||
131 | } | ||
132 | |||
133 | /// <summary> | ||
134 | /// Remove an item from one of the queues. Specifically, it removes the | ||
135 | /// oldest item from the next queue in order to provide fair access to | ||
136 | /// all of the queues | ||
137 | /// </summary> | ||
138 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) | ||
139 | { | ||
140 | // If there is anything in priority queue 0, return it first no | ||
141 | // matter what else. Breaks fairness. But very useful. | ||
142 | for (int iq = 0; iq < NumberOfImmediateQueues; iq++) | ||
143 | { | ||
144 | if (m_heaps[iq].Count > 0) | ||
145 | { | ||
146 | MinHeapItem item = m_heaps[iq].RemoveMin(); | ||
147 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
148 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
149 | value = item.Value; | ||
150 | |||
151 | return true; | ||
152 | } | ||
153 | } | ||
154 | |||
155 | // To get the fair queing, we cycle through each of the | ||
156 | // queues when finding an element to dequeue. | ||
157 | // We pull (NumberOfQueues - QueueIndex) items from each queue in order | ||
158 | // to give lower numbered queues a higher priority and higher percentage | ||
159 | // of the bandwidth. | ||
160 | |||
161 | // Check for more items to be pulled from the current queue | ||
162 | if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0) | ||
163 | { | ||
164 | m_countFromQueue--; | ||
165 | |||
166 | MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); | ||
167 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
168 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
169 | value = item.Value; | ||
170 | |||
171 | return true; | ||
172 | } | ||
173 | |||
174 | // Find the next non-immediate queue with updates in it | ||
175 | for (int i = 0; i < NumberOfQueues; ++i) | ||
176 | { | ||
177 | m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues); | ||
178 | m_countFromQueue = m_queueCounts[m_nextQueue]; | ||
179 | |||
180 | // if this is one of the immediate queues, just skip it | ||
181 | if (m_nextQueue < NumberOfImmediateQueues) | ||
182 | continue; | ||
183 | |||
184 | if (m_heaps[m_nextQueue].Count > 0) | ||
185 | { | ||
186 | m_countFromQueue--; | ||
187 | |||
188 | MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); | ||
189 | m_lookupTable.Remove(item.Value.Entity.LocalId); | ||
190 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | ||
191 | value = item.Value; | ||
192 | |||
193 | return true; | ||
194 | } | ||
195 | } | ||
196 | |||
197 | timeinqueue = 0; | ||
198 | value = default(IEntityUpdate); | ||
199 | return false; | ||
200 | } | ||
201 | |||
202 | /// <summary> | ||
203 | /// Reapply the prioritization function to each of the updates currently | ||
204 | /// stored in the priority queues. | ||
205 | /// </summary | ||
206 | public void Reprioritize(UpdatePriorityHandler handler) | ||
207 | { | ||
208 | MinHeapItem item; | ||
209 | foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) | ||
210 | { | ||
211 | if (lookup.Heap.TryGetValue(lookup.Handle, out item)) | ||
212 | { | ||
213 | uint pqueue = item.PriorityQueue; | ||
214 | uint localid = item.Value.Entity.LocalId; | ||
215 | |||
216 | if (handler(ref pqueue, item.Value.Entity)) | ||
217 | { | ||
218 | // unless the priority queue has changed, there is no need to modify | ||
219 | // the entry | ||
220 | pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); | ||
221 | if (pqueue != item.PriorityQueue) | ||
222 | { | ||
223 | lookup.Heap.Remove(lookup.Handle); | ||
224 | |||
225 | LookupItem litem = lookup; | ||
226 | litem.Heap = m_heaps[pqueue]; | ||
227 | litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); | ||
228 | m_lookupTable[localid] = litem; | ||
229 | } | ||
230 | } | ||
231 | else | ||
232 | { | ||
233 | // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); | ||
234 | lookup.Heap.Remove(lookup.Handle); | ||
235 | this.m_lookupTable.Remove(localid); | ||
236 | } | ||
237 | } | ||
238 | } | ||
239 | } | ||
240 | |||
241 | /// <summary> | ||
242 | /// </summary> | ||
243 | public override string ToString() | ||
244 | { | ||
245 | string s = ""; | ||
246 | for (int i = 0; i < NumberOfQueues; i++) | ||
247 | s += String.Format("{0,7} ",m_heaps[i].Count); | ||
248 | return s; | ||
249 | } | ||
250 | |||
251 | #endregion PublicMethods | ||
252 | |||
253 | #region MinHeapItem | ||
254 | private struct MinHeapItem : IComparable<MinHeapItem> | ||
255 | { | ||
256 | private IEntityUpdate value; | ||
257 | internal IEntityUpdate Value { | ||
258 | get { | ||
259 | return this.value; | ||
260 | } | ||
261 | } | ||
262 | |||
263 | private uint pqueue; | ||
264 | internal uint PriorityQueue { | ||
265 | get { | ||
266 | return this.pqueue; | ||
267 | } | ||
268 | } | ||
269 | |||
270 | private Int32 entrytime; | ||
271 | internal Int32 EntryTime { | ||
272 | get { | ||
273 | return this.entrytime; | ||
274 | } | ||
275 | } | ||
276 | |||
277 | private UInt64 entryorder; | ||
278 | internal UInt64 EntryOrder | ||
279 | { | ||
280 | get { | ||
281 | return this.entryorder; | ||
282 | } | ||
283 | } | ||
284 | |||
285 | internal MinHeapItem(uint pqueue, MinHeapItem other) | ||
286 | { | ||
287 | this.entrytime = other.entrytime; | ||
288 | this.entryorder = other.entryorder; | ||
289 | this.value = other.value; | ||
290 | this.pqueue = pqueue; | ||
291 | } | ||
292 | |||
293 | internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value) | ||
294 | { | ||
295 | this.entrytime = Util.EnvironmentTickCount(); | ||
296 | this.entryorder = entryorder; | ||
297 | this.value = value; | ||
298 | this.pqueue = pqueue; | ||
299 | } | ||
300 | |||
301 | public override string ToString() | ||
302 | { | ||
303 | return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); | ||
304 | } | ||
305 | |||
306 | public int CompareTo(MinHeapItem other) | ||
307 | { | ||
308 | // I'm assuming that the root part of an SOG is added to the update queue | ||
309 | // before the component parts | ||
310 | return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder); | ||
311 | } | ||
312 | } | ||
313 | #endregion | ||
314 | |||
315 | #region LookupItem | ||
316 | private struct LookupItem | ||
317 | { | ||
318 | internal MinHeap<MinHeapItem> Heap; | ||
319 | internal IHandle Handle; | ||
320 | } | ||
321 | #endregion | ||
322 | } | ||
323 | } | ||