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author | Melanie | 2011-04-25 23:26:37 +0100 |
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committer | Melanie | 2011-04-25 23:26:37 +0100 |
commit | a6c53b1ba281e187b3e815ff7c416a0ce5ff04e1 (patch) | |
tree | a71aa6ca35f2ccb1a410d9688616f4092c8d5e48 /OpenSim/Framework/PriorityQueue.cs | |
parent | Merge branch 'master' into careminster-presence-refactor (diff) | |
parent | Merge branch 'master' into queuetest (diff) | |
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Merge branch 'queuetest' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Framework/PriorityQueue.cs')
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 105 |
1 files changed, 85 insertions, 20 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index eec2a92..3e6fdaa 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs | |||
@@ -42,22 +42,40 @@ namespace OpenSim.Framework | |||
42 | 42 | ||
43 | public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); | 43 | public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); |
44 | 44 | ||
45 | // Heap[0] for self updates | 45 | /// <summary> |
46 | // Heap[1..12] for entity updates | 46 | /// Total number of queues (priorities) available |
47 | 47 | /// </summary> | |
48 | public const uint NumberOfQueues = 12; | 48 | public const uint NumberOfQueues = 12; |
49 | public const uint ImmediateQueue = 0; | 49 | |
50 | /// <summary> | ||
51 | /// Number of queuest (priorities) that are processed immediately | ||
52 | /// </summary. | ||
53 | public const uint NumberOfImmediateQueues = 2; | ||
50 | 54 | ||
51 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues]; | 55 | private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues]; |
52 | private Dictionary<uint, LookupItem> m_lookupTable; | 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 | ||
53 | private uint m_nextQueue = 0; | 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 | ||
54 | private UInt64 m_nextRequest = 0; | 68 | private UInt64 m_nextRequest = 0; |
55 | 69 | ||
70 | /// <summary> | ||
71 | /// Lock for enqueue and dequeue operations on the priority queue | ||
72 | /// </summary> | ||
56 | private object m_syncRoot = new object(); | 73 | private object m_syncRoot = new object(); |
57 | public object SyncRoot { | 74 | public object SyncRoot { |
58 | get { return this.m_syncRoot; } | 75 | get { return this.m_syncRoot; } |
59 | } | 76 | } |
60 | 77 | ||
78 | #region constructor | ||
61 | public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } | 79 | public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } |
62 | 80 | ||
63 | public PriorityQueue(int capacity) | 81 | public PriorityQueue(int capacity) |
@@ -66,8 +84,16 @@ namespace OpenSim.Framework | |||
66 | 84 | ||
67 | for (int i = 0; i < m_heaps.Length; ++i) | 85 | for (int i = 0; i < m_heaps.Length; ++i) |
68 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); | 86 | m_heaps[i] = new MinHeap<MinHeapItem>(capacity); |
87 | |||
88 | m_nextQueue = NumberOfImmediateQueues; | ||
89 | m_countFromQueue = m_queueCounts[m_nextQueue]; | ||
69 | } | 90 | } |
91 | #endregion Constructor | ||
70 | 92 | ||
93 | #region PublicMethods | ||
94 | /// <summary> | ||
95 | /// Return the number of items in the queues | ||
96 | /// </summary> | ||
71 | public int Count | 97 | public int Count |
72 | { | 98 | { |
73 | get | 99 | get |
@@ -75,10 +101,14 @@ namespace OpenSim.Framework | |||
75 | int count = 0; | 101 | int count = 0; |
76 | for (int i = 0; i < m_heaps.Length; ++i) | 102 | for (int i = 0; i < m_heaps.Length; ++i) |
77 | count += m_heaps[i].Count; | 103 | count += m_heaps[i].Count; |
104 | |||
78 | return count; | 105 | return count; |
79 | } | 106 | } |
80 | } | 107 | } |
81 | 108 | ||
109 | /// <summary> | ||
110 | /// Enqueue an item into the specified priority queue | ||
111 | /// </summary> | ||
82 | public bool Enqueue(uint pqueue, IEntityUpdate value) | 112 | public bool Enqueue(uint pqueue, IEntityUpdate value) |
83 | { | 113 | { |
84 | LookupItem lookup; | 114 | LookupItem lookup; |
@@ -100,32 +130,62 @@ namespace OpenSim.Framework | |||
100 | return true; | 130 | return true; |
101 | } | 131 | } |
102 | 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> | ||
103 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) | 138 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) |
104 | { | 139 | { |
105 | // 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 |
106 | // matter what else. Breaks fairness. But very useful. | 141 | // matter what else. Breaks fairness. But very useful. |
107 | if (m_heaps[ImmediateQueue].Count > 0) | 142 | for (int iq = 0; iq < NumberOfImmediateQueues; iq++) |
108 | { | 143 | { |
109 | MinHeapItem item = m_heaps[ImmediateQueue].RemoveMin(); | 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(); | ||
110 | m_lookupTable.Remove(item.Value.Entity.LocalId); | 167 | m_lookupTable.Remove(item.Value.Entity.LocalId); |
111 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | 168 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); |
112 | value = item.Value; | 169 | value = item.Value; |
113 | 170 | ||
114 | return true; | 171 | return true; |
115 | } | 172 | } |
116 | 173 | ||
174 | // Find the next non-immediate queue with updates in it | ||
117 | for (int i = 0; i < NumberOfQueues; ++i) | 175 | for (int i = 0; i < NumberOfQueues; ++i) |
118 | { | 176 | { |
119 | // To get the fair queing, we cycle through each of the | 177 | m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues); |
120 | // queues when finding an element to dequeue, this code | 178 | m_countFromQueue = m_queueCounts[m_nextQueue]; |
121 | // assumes that the distribution of updates in the queues | 179 | |
122 | // is polynomial, probably quadractic (eg distance of PI * R^2) | 180 | // if this is one of the immediate queues, just skip it |
123 | uint h = (uint)((m_nextQueue + i) % NumberOfQueues); | 181 | if (m_nextQueue < NumberOfImmediateQueues) |
124 | if (m_heaps[h].Count > 0) | 182 | continue; |
183 | |||
184 | if (m_heaps[m_nextQueue].Count > 0) | ||
125 | { | 185 | { |
126 | m_nextQueue = (uint)((h + 1) % NumberOfQueues); | 186 | m_countFromQueue--; |
127 | 187 | ||
128 | MinHeapItem item = m_heaps[h].RemoveMin(); | 188 | MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); |
129 | m_lookupTable.Remove(item.Value.Entity.LocalId); | 189 | m_lookupTable.Remove(item.Value.Entity.LocalId); |
130 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | 190 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); |
131 | value = item.Value; | 191 | value = item.Value; |
@@ -139,6 +199,10 @@ namespace OpenSim.Framework | |||
139 | return false; | 199 | return false; |
140 | } | 200 | } |
141 | 201 | ||
202 | /// <summary> | ||
203 | /// Reapply the prioritization function to each of the updates currently | ||
204 | /// stored in the priority queues. | ||
205 | /// </summary | ||
142 | public void Reprioritize(UpdatePriorityHandler handler) | 206 | public void Reprioritize(UpdatePriorityHandler handler) |
143 | { | 207 | { |
144 | MinHeapItem item; | 208 | MinHeapItem item; |
@@ -174,17 +238,18 @@ namespace OpenSim.Framework | |||
174 | } | 238 | } |
175 | } | 239 | } |
176 | 240 | ||
241 | /// <summary> | ||
242 | /// </summary> | ||
177 | public override string ToString() | 243 | public override string ToString() |
178 | { | 244 | { |
179 | string s = ""; | 245 | string s = ""; |
180 | for (int i = 0; i < NumberOfQueues; i++) | 246 | for (int i = 0; i < NumberOfQueues; i++) |
181 | { | 247 | s += String.Format("{0,7} ",m_heaps[i].Count); |
182 | if (s != "") s += ","; | ||
183 | s += m_heaps[i].Count.ToString(); | ||
184 | } | ||
185 | return s; | 248 | return s; |
186 | } | 249 | } |
187 | 250 | ||
251 | #endregion PublicMethods | ||
252 | |||
188 | #region MinHeapItem | 253 | #region MinHeapItem |
189 | private struct MinHeapItem : IComparable<MinHeapItem> | 254 | private struct MinHeapItem : IComparable<MinHeapItem> |
190 | { | 255 | { |