From dc90c535961430196cbe1665a22e80937d632d3f Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 21 Mar 2012 23:15:32 +0000 Subject: reverted priorityQueue changes --- OpenSim/Framework/PriorityQueue.cs | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) (limited to 'OpenSim/Framework/PriorityQueue.cs') diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index fe2a351..7fa1981 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs @@ -139,12 +139,7 @@ namespace OpenSim.Framework { // If there is anything in priority queue 0, return it first no // matter what else. Breaks fairness. But very useful. -// for (int iq = 0; iq < NumberOfImmediateQueues; iq++) - - - // keep original order - - for (int iq = 0; iq < NumberOfQueues; iq++) + for (int iq = 0; iq < NumberOfImmediateQueues; iq++) { if (m_heaps[iq].Count > 0) { @@ -156,7 +151,7 @@ namespace OpenSim.Framework return true; } } -/* + // To get the fair queing, we cycle through each of the // queues when finding an element to dequeue. // We pull (NumberOfQueues - QueueIndex) items from each queue in order @@ -198,7 +193,7 @@ namespace OpenSim.Framework return true; } } -*/ + timeinqueue = 0; value = default(IEntityUpdate); return false; -- cgit v1.1