diff options
Diffstat (limited to 'OpenSim/Framework/PriorityQueue.cs')
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index e7a7f7f..e4f1111 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs | |||
@@ -45,7 +45,8 @@ namespace OpenSim.Framework | |||
45 | /// <summary> | 45 | /// <summary> |
46 | /// Total number of queues (priorities) available | 46 | /// Total number of queues (priorities) available |
47 | /// </summary> | 47 | /// </summary> |
48 | public const uint NumberOfQueues = 12; | 48 | |
49 | public const uint NumberOfQueues = 12; // includes immediate queues, m_queueCounts need to be set acording | ||
49 | 50 | ||
50 | /// <summary> | 51 | /// <summary> |
51 | /// Number of queuest (priorities) that are processed immediately | 52 | /// Number of queuest (priorities) that are processed immediately |
@@ -60,7 +61,8 @@ namespace OpenSim.Framework | |||
60 | // each pass. weighted towards the higher priority queues | 61 | // each pass. weighted towards the higher priority queues |
61 | private uint m_nextQueue = 0; | 62 | private uint m_nextQueue = 0; |
62 | private uint m_countFromQueue = 0; | 63 | private uint m_countFromQueue = 0; |
63 | private uint[] m_queueCounts = { 8, 4, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1 }; | 64 | // first queues are imediate, so no counts |
65 | private uint[] m_queueCounts = {0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1}; | ||
64 | 66 | ||
65 | // next request is a counter of the number of updates queued, it provides | 67 | // 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 | 68 | // a total ordering on the updates coming through the queue and is more |
@@ -137,7 +139,7 @@ namespace OpenSim.Framework | |||
137 | /// </summary> | 139 | /// </summary> |
138 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) | 140 | public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) |
139 | { | 141 | { |
140 | // If there is anything in priority queue 0, return it first no | 142 | // If there is anything in imediate queues, return it first no |
141 | // matter what else. Breaks fairness. But very useful. | 143 | // matter what else. Breaks fairness. But very useful. |
142 | for (int iq = 0; iq < NumberOfImmediateQueues; iq++) | 144 | for (int iq = 0; iq < NumberOfImmediateQueues; iq++) |
143 | { | 145 | { |
@@ -172,14 +174,13 @@ namespace OpenSim.Framework | |||
172 | } | 174 | } |
173 | 175 | ||
174 | // Find the next non-immediate queue with updates in it | 176 | // Find the next non-immediate queue with updates in it |
175 | for (int i = 0; i < NumberOfQueues; ++i) | 177 | for (uint i = NumberOfImmediateQueues; i < NumberOfQueues; ++i) |
176 | { | 178 | { |
177 | m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues); | 179 | m_nextQueue++; |
178 | m_countFromQueue = m_queueCounts[m_nextQueue]; | 180 | if(m_nextQueue >= NumberOfQueues) |
181 | m_nextQueue = NumberOfImmediateQueues; | ||
179 | 182 | ||
180 | // if this is one of the immediate queues, just skip it | 183 | m_countFromQueue = m_queueCounts[m_nextQueue]; |
181 | if (m_nextQueue < NumberOfImmediateQueues) | ||
182 | continue; | ||
183 | 184 | ||
184 | if (m_heaps[m_nextQueue].Count > 0) | 185 | if (m_heaps[m_nextQueue].Count > 0) |
185 | { | 186 | { |
@@ -189,7 +190,6 @@ namespace OpenSim.Framework | |||
189 | m_lookupTable.Remove(item.Value.Entity.LocalId); | 190 | m_lookupTable.Remove(item.Value.Entity.LocalId); |
190 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); | 191 | timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); |
191 | value = item.Value; | 192 | value = item.Value; |
192 | |||
193 | return true; | 193 | return true; |
194 | } | 194 | } |
195 | } | 195 | } |