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path: root/OpenSim/Framework/PriorityQueue.cs (unfollow)
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2017-07-10SimpleAngularDistance update prioritization scheme ameks no sense without ↵UbitUmarov1-0/+21
ordered dequeue of the updates
2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-12/+12
2016-08-07several changes related to culling optionUbitUmarov1-6/+6
2014-08-23Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov1-0/+15
the kill work
2014-08-20 reserve updates priority queue 2 for attachments, send them by it onUbitUmarov1-1/+3
BestAvatarResp scheme. Attachments cannot be sent on imediate queues, since they will block everything. Changed distance to priority math, keeping identical result, shifted to start at queue 3.
2012-09-26 fix priorityQueue to correctly use the fairness counts starting at 8 forUbitUmarov1-10/+10
nonimediate queues. Imediate queues where not taken into account so it was unused.
2012-03-21 reverted priorityQueue changesUbitUmarov1-8/+3
2012-03-21Revert "Stop messing order of updates, destroing the defined order of the ↵Melanie1-8/+3
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.
2012-03-21Stop messing order of updates, destroing the defined order of the selected ↵UbitUmarov1-3/+8
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.
2011-05-06minor: remove mono compiler warningsJustin Clark-Casey (justincc)1-1/+1
2011-04-23Fix a bug looping through the priority queues. This should fix the problemMic Bowman1-2/+3
of not all prims being sent without reprioritization.
2011-04-22Added a second immediate queue to be used for the BestAvatar policyMic Bowman1-17/+82
and currently used for all of an avatars attachments by the other policies. Also changed the way items are pulled from the update queues to bias close objects even more.
2011-04-22Various clean ups. Removed some debugging code. Added a new "show pqueues"Mic Bowman1-4/+3
command to look at the entity update priority queue. Added a "name" parameter to show queues, show pqueues and show throttles to look at data for a specific user.
2011-04-20Added an "immediate" queue to the priority queue. This isMic Bowman1-15/+28
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.
2011-04-13Fixed the update of items in the priority queue to enable bothMic Bowman1-1/+1
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-13First pass at moving object property requests into a queue similarMic Bowman1-6/+6
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-1/+1
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-6/+6
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fixed the update of items in the priority queue to enable bothMic Bowman1-1/+1
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman1-6/+6
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-10Split the priority queue class into a seperate file. LLClientViewMic Bowman1-0/+245
is big enough.