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-rw-r--r--OpenSim/Framework/PriorityQueue.cs11
1 files changed, 3 insertions, 8 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index fe2a351..e7a7f7f 100644
--- a/OpenSim/Framework/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -139,12 +139,7 @@ namespace OpenSim.Framework
139 { 139 {
140 // 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
141 // matter what else. Breaks fairness. But very useful. 141 // matter what else. Breaks fairness. But very useful.
142// for (int iq = 0; iq < NumberOfImmediateQueues; iq++) 142 for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
143
144
145 // keep original order
146
147 for (int iq = 0; iq < NumberOfQueues; iq++)
148 { 143 {
149 if (m_heaps[iq].Count > 0) 144 if (m_heaps[iq].Count > 0)
150 { 145 {
@@ -156,7 +151,7 @@ namespace OpenSim.Framework
156 return true; 151 return true;
157 } 152 }
158 } 153 }
159/* 154
160 // To get the fair queing, we cycle through each of the 155 // To get the fair queing, we cycle through each of the
161 // queues when finding an element to dequeue. 156 // queues when finding an element to dequeue.
162 // We pull (NumberOfQueues - QueueIndex) items from each queue in order 157 // We pull (NumberOfQueues - QueueIndex) items from each queue in order
@@ -198,7 +193,7 @@ namespace OpenSim.Framework
198 return true; 193 return true;
199 } 194 }
200 } 195 }
201*/ 196
202 timeinqueue = 0; 197 timeinqueue = 0;
203 value = default(IEntityUpdate); 198 value = default(IEntityUpdate);
204 return false; 199 return false;