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authorUbitUmarov2017-07-10 22:01:38 +0100
committerUbitUmarov2017-07-10 22:01:38 +0100
commit40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1 (patch)
tree1c9c9073397754a671fb2a4547394177b756b6db
parenta few more changes on entities updates (diff)
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SimpleAngularDistance update prioritization scheme ameks no sense without ordered dequeue of the updates
-rw-r--r--OpenSim/Framework/PriorityQueue.cs21
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs30
2 files changed, 47 insertions, 4 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index 5b9185e..22ffcdc 100644
--- a/OpenSim/Framework/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -216,6 +216,27 @@ namespace OpenSim.Framework
216 return false; 216 return false;
217 } 217 }
218 218
219 public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
220 {
221 // If there is anything in imediate queues, return it first no
222 // matter what else. Breaks fairness. But very useful.
223 for (int iq = 0; iq < NumberOfQueues; iq++)
224 {
225 if (m_heaps[iq].Count > 0)
226 {
227 MinHeapItem item = m_heaps[iq].RemoveMin();
228 m_lookupTable.Remove(item.Value.Entity.LocalId);
229 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
230 value = item.Value;
231 return true;
232 }
233 }
234
235 timeinqueue = 0;
236 value = default(EntityUpdate);
237 return false;
238 }
239
219 /// <summary> 240 /// <summary>
220 /// Reapply the prioritization function to each of the updates currently 241 /// Reapply the prioritization function to each of the updates currently
221 /// stored in the priority queues. 242 /// stored in the priority queues.
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 954f21f..861b79e 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4137,6 +4137,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4137 Vector3 mypos = Vector3.Zero; 4137 Vector3 mypos = Vector3.Zero;
4138 ScenePresence mysp = (ScenePresence)SceneAgent; 4138 ScenePresence mysp = (ScenePresence)SceneAgent;
4139 4139
4140 bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
4140 // we should have a presence 4141 // we should have a presence
4141 if(mysp == null) 4142 if(mysp == null)
4142 return; 4143 return;
@@ -4151,8 +4152,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4151 while (maxUpdatesBytes > 0) 4152 while (maxUpdatesBytes > 0)
4152 { 4153 {
4153 lock (m_entityUpdates.SyncRoot) 4154 lock (m_entityUpdates.SyncRoot)
4154 if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) 4155 {
4155 break; 4156 if(orderedDequeue)
4157 {
4158 if (!m_entityUpdates.TryOrderedDequeue(out update, out timeinqueue))
4159 break;
4160 }
4161 else
4162 {
4163 if (!m_entityUpdates.TryDequeue(out update, out timeinqueue))
4164 break;
4165 }
4166 }
4156 4167
4157 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; 4168 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
4158 4169
@@ -4850,6 +4861,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4850// OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates = 4861// OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
4851// new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>(); 4862// new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
4852 4863
4864 bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance;
4853 4865
4854 EntityUpdate iupdate; 4866 EntityUpdate iupdate;
4855 Int32 timeinqueue; // this is just debugging code & can be dropped later 4867 Int32 timeinqueue; // this is just debugging code & can be dropped later
@@ -4857,8 +4869,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4857 while (maxUpdateBytes > 0) 4869 while (maxUpdateBytes > 0)
4858 { 4870 {
4859 lock (m_entityProps.SyncRoot) 4871 lock (m_entityProps.SyncRoot)
4860 if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) 4872 {
4861 break; 4873 if(orderedDequeue)
4874 {
4875 if (!m_entityProps.TryOrderedDequeue(out iupdate, out timeinqueue))
4876 break;
4877 }
4878 else
4879 {
4880 if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue))
4881 break;
4882 }
4883 }
4862 4884
4863 ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; 4885 ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
4864 if (update.SendFamilyProps) 4886 if (update.SendFamilyProps)