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-rw-r--r--OpenSim/Framework/PriorityQueue.cs (renamed from OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs)43
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
2 files changed, 30 insertions, 17 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index b62ec07..eec2a92 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -34,20 +34,21 @@ using OpenSim.Framework;
34using OpenSim.Framework.Client; 34using OpenSim.Framework.Client;
35using log4net; 35using log4net;
36 36
37namespace OpenSim.Region.ClientStack.LindenUDP 37namespace OpenSim.Framework
38{ 38{
39 public class PriorityQueue 39 public class PriorityQueue
40 { 40 {
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 42
43 internal 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 // Heap[0] for self updates
46 // Heap[1..12] for entity updates 46 // Heap[1..12] for entity updates
47 47
48 internal const uint m_numberOfQueues = 12; 48 public const uint NumberOfQueues = 12;
49 public const uint ImmediateQueue = 0;
49 50
50 private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues]; 51 private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
51 private Dictionary<uint, LookupItem> m_lookupTable; 52 private Dictionary<uint, LookupItem> m_lookupTable;
52 private uint m_nextQueue = 0; 53 private uint m_nextQueue = 0;
53 private UInt64 m_nextRequest = 0; 54 private UInt64 m_nextRequest = 0;
@@ -57,9 +58,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
57 get { return this.m_syncRoot; } 58 get { return this.m_syncRoot; }
58 } 59 }
59 60
60 internal PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { } 61 public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
61 62
62 internal PriorityQueue(int capacity) 63 public PriorityQueue(int capacity)
63 { 64 {
64 m_lookupTable = new Dictionary<uint, LookupItem>(capacity); 65 m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
65 66
@@ -67,7 +68,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
67 m_heaps[i] = new MinHeap<MinHeapItem>(capacity); 68 m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
68 } 69 }
69 70
70 internal int Count 71 public int Count
71 { 72 {
72 get 73 get
73 { 74 {
@@ -91,7 +92,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
91 lookup.Heap.Remove(lookup.Handle); 92 lookup.Heap.Remove(lookup.Handle);
92 } 93 }
93 94
94 pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1); 95 pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
95 lookup.Heap = m_heaps[pqueue]; 96 lookup.Heap = m_heaps[pqueue];
96 lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); 97 lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
97 m_lookupTable[localid] = lookup; 98 m_lookupTable[localid] = lookup;
@@ -99,18 +100,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
99 return true; 100 return true;
100 } 101 }
101 102
102 internal bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) 103 public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
103 { 104 {
104 for (int i = 0; i < m_numberOfQueues; ++i) 105 // If there is anything in priority queue 0, return it first no
106 // matter what else. Breaks fairness. But very useful.
107 if (m_heaps[ImmediateQueue].Count > 0)
108 {
109 MinHeapItem item = m_heaps[ImmediateQueue].RemoveMin();
110 m_lookupTable.Remove(item.Value.Entity.LocalId);
111 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
112 value = item.Value;
113
114 return true;
115 }
116
117 for (int i = 0; i < NumberOfQueues; ++i)
105 { 118 {
106 // To get the fair queing, we cycle through each of the 119 // To get the fair queing, we cycle through each of the
107 // queues when finding an element to dequeue, this code 120 // queues when finding an element to dequeue, this code
108 // assumes that the distribution of updates in the queues 121 // assumes that the distribution of updates in the queues
109 // is polynomial, probably quadractic (eg distance of PI * R^2) 122 // is polynomial, probably quadractic (eg distance of PI * R^2)
110 uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); 123 uint h = (uint)((m_nextQueue + i) % NumberOfQueues);
111 if (m_heaps[h].Count > 0) 124 if (m_heaps[h].Count > 0)
112 { 125 {
113 m_nextQueue = (uint)((h + 1) % m_numberOfQueues); 126 m_nextQueue = (uint)((h + 1) % NumberOfQueues);
114 127
115 MinHeapItem item = m_heaps[h].RemoveMin(); 128 MinHeapItem item = m_heaps[h].RemoveMin();
116 m_lookupTable.Remove(item.Value.Entity.LocalId); 129 m_lookupTable.Remove(item.Value.Entity.LocalId);
@@ -126,7 +139,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
126 return false; 139 return false;
127 } 140 }
128 141
129 internal void Reprioritize(UpdatePriorityHandler handler) 142 public void Reprioritize(UpdatePriorityHandler handler)
130 { 143 {
131 MinHeapItem item; 144 MinHeapItem item;
132 foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) 145 foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
@@ -140,7 +153,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
140 { 153 {
141 // unless the priority queue has changed, there is no need to modify 154 // unless the priority queue has changed, there is no need to modify
142 // the entry 155 // the entry
143 pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1); 156 pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
144 if (pqueue != item.PriorityQueue) 157 if (pqueue != item.PriorityQueue)
145 { 158 {
146 lookup.Heap.Remove(lookup.Handle); 159 lookup.Heap.Remove(lookup.Handle);
@@ -164,7 +177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
164 public override string ToString() 177 public override string ToString()
165 { 178 {
166 string s = ""; 179 string s = "";
167 for (int i = 0; i < m_numberOfQueues; i++) 180 for (int i = 0; i < NumberOfQueues; i++)
168 { 181 {
169 if (s != "") s += ","; 182 if (s != "") s += ",";
170 s += m_heaps[i].Count.ToString(); 183 s += m_heaps[i].Count.ToString();
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index e3ed905..2e80156 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 // If this is an update for our own avatar give it the highest priority 89 // If this is an update for our own avatar give it the highest priority
90 if (client.AgentId == entity.UUID) 90 if (client.AgentId == entity.UUID)
91 return 0; 91 return PriorityQueue.ImmediateQueue;
92 92
93 uint priority; 93 uint priority;
94 94
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
172 172
173 // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); 173 // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
174 // throw new InvalidOperationException("Prioritization agent not defined"); 174 // throw new InvalidOperationException("Prioritization agent not defined");
175 return Int32.MaxValue; 175 return PriorityQueue.NumberOfQueues - 1;
176 } 176 }
177 177
178 // Use group position for child prims, since we are putting child prims in 178 // Use group position for child prims, since we are putting child prims in