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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Environment.Interfaces;
33using C5;
34using OpenSim.Framework.Communications.Cache;
35using OpenMetaverse.Imaging;
36
37
38namespace OpenSim.Region.ClientStack.LindenUDP
39{
40
41 /// <summary>
42 /// Client image priority + discardlevel sender/manager
43 /// </summary>
44 public class LLImageManager
45 {
46 /// <summary>
47 /// Priority Queue for images. Contains lots of data
48 /// </summary>
49 private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>();
50
51 /// <summary>
52 /// Dictionary of PriorityQueue handles by AssetId
53 /// </summary>
54 private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles =
55 new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>();
56
57 private LLClientView m_client;
58 private readonly AssetCache m_assetCache;
59 private bool m_shuttingdown = false;
60 private readonly IJ2KDecoder m_j2kDecodeModule;
61
62 private readonly AssetBase MissingSubstitute;
63
64 /// <summary>
65 /// Client image priority + discardlevel sender/manager
66 /// </summary>
67 /// <param name="client">LLClientView of client</param>
68 /// <param name="pAssetCache">The Asset retrieval system</param>
69 /// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param>
70 public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
71 {
72 m_client = client;
73 m_assetCache = pAssetCache;
74 if (pAssetCache != null)
75 MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
76 m_j2kDecodeModule = pJ2kDecodeModule;
77 }
78
79 /// <summary>
80 /// Enqueues a texture request
81 /// </summary>
82 /// <param name="req">Request from the client to get a texture</param>
83 public void EnqueueReq(TextureRequestArgs req)
84 {
85 if (m_shuttingdown)
86 return;
87
88 //if (req.RequestType == 1) // avatar body texture!
89 // return;
90
91 AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
92 //if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
93 //{
94 // pq[PQHandles[req.RequestedAssetID]] -= 900000;
95 //}
96 //
97 //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
98 //{
99
100 //}
101
102 pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
103 pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
104
105 lock (pq[PQHandles[req.RequestedAssetID]].data)
106 pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
107 }
108
109
110 /// <summary>
111 /// Callback for the asset system
112 /// </summary>
113 /// <param name="assetID">UUID of the asset that we have received</param>
114 /// <param name="asset">AssetBase of the asset that we've received</param>
115 public void AssetDataCallback(UUID assetID, AssetBase asset)
116 {
117 if (m_shuttingdown)
118 return;
119
120 //Console.WriteLine("AssetCallback for assetId" + assetID);
121
122 if (asset == null || asset.Data == null)
123 {
124 lock (pq)
125 {
126 //pq[PQHandles[assetID]].data.Missing = true;
127 pq[PQHandles[assetID]].data.asset = MissingSubstitute;
128 pq[PQHandles[assetID]].data.Missing = false;
129 }
130 }
131 //else
132
133
134 pq[PQHandles[assetID]].data.asset = asset;
135
136 lock (pq[PQHandles[assetID]].data)
137 pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
138
139
140
141 }
142
143 /// <summary>
144 /// Processes the image queue. Pops count elements off and processes them
145 /// </summary>
146 /// <param name="count">number of images to peek off the queue</param>
147 public void ProcessImageQueue(int count)
148 {
149 if (m_shuttingdown)
150 return;
151
152
153 IPriorityQueueHandle<Prio<J2KImage>> h = null;
154 for (int j = 0; j < count; j++)
155 {
156
157 lock (pq)
158 {
159 if (!pq.IsEmpty)
160 {
161 //peek off the top
162 Prio<J2KImage> process = pq.FindMax(out h);
163
164 // Do we have the Asset Data?
165 if (!process.data.HasData)
166 {
167 // Did we request the asset data?
168 if (!process.data.dataRequested)
169 {
170 m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
171 pq[h].data.dataRequested = true;
172 }
173
174 // Is the asset missing?
175 if (process.data.Missing)
176 {
177
178 //m_client.sendtextur
179 pq[h] -= 90000;
180 /*
181 {
182 OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
183 new OpenMetaverse.Packets.ImageNotInDatabasePacket();
184 imdback.ImageID =
185 new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
186 imdback.ImageID.ID = process.data.requestedUUID;
187 m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
188 }
189 */
190
191 // Substitute a blank image
192 process.data.asset = MissingSubstitute;
193 process.data.Missing = false;
194
195 // If the priority is less then -4billion, the client has forgotten about it.
196 if (pq[h] < -400000000)
197 {
198 RemoveItemFromQueue(pq[h].data.requestedUUID);
199 continue;
200 }
201 }
202 // Lower the priority to give the next image a chance
203 pq[h] -= 100000;
204 }
205 else if (process.data.HasData)
206 {
207 // okay, we've got the data
208 lock (process.data)
209 {
210 if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
211 {
212 process.data.J2KDecodeWaiting = true;
213
214 // Do we have a jpeg decoder?
215 if (m_j2kDecodeModule != null)
216 {
217 // Send it off to the jpeg decoder
218 m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
219 j2kDecodedCallback);
220 }
221 else
222 {
223 // no module, no layers, full resolution only
224 j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
225 }
226
227
228
229 } // Are we waiting?
230 else if (!process.data.J2KDecodeWaiting)
231 {
232 // Send more data at a time for higher discard levels
233 for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
234 if (!process.data.SendPacket(m_client))
235 {
236 pq[h] -= (500000*i);
237 break;
238 }
239 }
240 // If the priority is less then -4 billion, the client has forgotten about it, pop it off
241 if (pq[h] < -400000000)
242 {
243 RemoveItemFromQueue(pq[h].data.requestedUUID);
244 continue;
245 }
246 }
247
248 //pq[h] = process;
249 }
250
251 // uncomment the following line to see the upper most asset and the priority
252 //Console.WriteLine(process.ToString());
253
254 // Lower priority to give the next image a chance to bubble up
255 pq[h] -= 50000;
256 }
257 }
258 }
259
260 }
261
262
263 /// <summary>
264 /// Callback for when the image has been decoded
265 /// </summary>
266 /// <param name="AssetId">The UUID of the Asset</param>
267 /// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param>
268 public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
269 {
270 // are we shutting down? if so, end.
271 if (m_shuttingdown)
272 return;
273
274
275 lock (PQHandles)
276 {
277 // Update our asset data
278 if (PQHandles.ContainsKey(AssetId))
279 {
280 pq[PQHandles[AssetId]].data.Layers = layers;
281 pq[PQHandles[AssetId]].data.J2KDecode = true;
282 pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
283 lock (pq[PQHandles[AssetId]].data)
284 pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
285
286 // Send the first packet
287 pq[PQHandles[AssetId]].data.SendPacket(m_client);
288 }
289 }
290 }
291
292
293 /// <summary>
294 /// This image has had a good life. It's now expired. Remove it off the queue
295 /// </summary>
296 /// <param name="AssetId">UUID of asset to remove off the queue</param>
297 private void RemoveItemFromQueue(UUID AssetId)
298 {
299 lock (PQHandles)
300 {
301 if (PQHandles.ContainsKey(AssetId))
302 {
303 IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId];
304 PQHandles.Remove(AssetId);
305 pq.Delete(h);
306 }
307 }
308 }
309
310
311 /// <summary>
312 /// Adds an image to the queue and update priority
313 /// if the item is already in the queue, just update the priority
314 /// </summary>
315 /// <param name="AssetId">UUID of the asset</param>
316 /// <param name="priority">Priority to set</param>
317 private void AddQueueItem(UUID AssetId, int priority)
318 {
319 IPriorityQueueHandle<Prio<J2KImage>> h = null;
320
321 lock (PQHandles)
322 {
323 if (PQHandles.ContainsKey(AssetId))
324 {
325 h = PQHandles[AssetId];
326 pq[h] = pq[h].SetPriority(priority);
327
328 }
329 else
330 {
331 J2KImage newreq = new J2KImage();
332 newreq.requestedUUID = AssetId;
333 pq.Add(ref h, new Prio<J2KImage>(newreq, priority));
334 PQHandles.Add(AssetId, h);
335 }
336 }
337 }
338
339 /// <summary>
340 /// Okay, we're ending. Clean up on isle 9
341 /// </summary>
342 public void Close()
343 {
344 m_shuttingdown = true;
345
346 lock (pq)
347 {
348 while (!pq.IsEmpty)
349 {
350 pq.DeleteMin();
351 }
352 }
353
354
355 lock (PQHandles)
356 PQHandles.Clear();
357 m_client = null;
358 }
359
360 }
361
362 /// <summary>
363 /// Image Data for this send
364 /// Encapsulates the image sending data and method
365 /// </summary>
366 public class J2KImage
367 {
368 private AssetBase m_asset_ref = null;
369 public volatile int LastPacketNum = 0;
370 public volatile int DiscardLimit = 0;
371 public volatile bool dataRequested = false;
372 public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
373
374 public const int FIRST_IMAGE_PACKET_SIZE = 600;
375 public const int IMAGE_PACKET_SIZE = 1000;
376
377 public volatile int DiscardLevel;
378 public float Priority;
379 public volatile int CurrentPacket = 1;
380 public volatile int StopPacket;
381 public bool Missing = false;
382 public bool J2KDecode = false;
383 public bool J2KDecodeWaiting = false;
384
385 private volatile bool sendFirstPacket = true;
386
387 // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
388 public UUID requestedUUID = UUID.Zero;
389
390 public J2KImage(AssetBase asset)
391 {
392 m_asset_ref = asset;
393 }
394
395 public J2KImage()
396 {
397
398 }
399
400 public AssetBase asset
401 {
402 set { m_asset_ref = value; }
403 }
404
405 // We make the asset a reference so that we don't duplicate the byte[]
406 // it's read only anyway, so no worries here
407 // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
408
409 /// <summary>
410 /// ID of the AssetBase
411 /// </summary>
412 public UUID AssetId
413 {
414 get { return m_asset_ref.FullID; }
415 }
416
417 /// <summary>
418 /// Asset Data
419 /// </summary>
420 public byte[] Data
421 {
422 get { return m_asset_ref.Data; }
423 }
424
425 /// <summary>
426 /// Returns true if we have the asset
427 /// </summary>
428 public bool HasData
429 {
430 get { return !(m_asset_ref == null); }
431 }
432
433 /// <summary>
434 /// Called from the PriorityQueue handle .ToString(). Prints data on this asset
435 /// </summary>
436 /// <returns></returns>
437 public override string ToString()
438 {
439 return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
440 }
441
442 /// <summary>
443 /// Returns the total number of packets needed to transfer this texture,
444 /// including the first packet of size FIRST_IMAGE_PACKET_SIZE
445 /// </summary>
446 /// <returns>Total number of packets needed to transfer this texture</returns>
447 public int TexturePacketCount()
448 {
449 if (!HasData)
450 return 0;
451 return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
452 }
453
454 /// <summary>
455 /// Returns the current byte offset for this transfer, calculated from
456 /// the CurrentPacket
457 /// </summary>
458 /// <returns>Current byte offset for this transfer</returns>
459 public int CurrentBytePosition()
460 {
461 if (CurrentPacket == 0)
462 return 0;
463 if (CurrentPacket == 1)
464 return FIRST_IMAGE_PACKET_SIZE;
465
466 int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
467 if (result < 0)
468 {
469 result = FIRST_IMAGE_PACKET_SIZE;
470 }
471 return result;
472 }
473
474 /// <summary>
475 /// Returns the size, in bytes, of the last packet. This will be somewhere
476 /// between 1 and IMAGE_PACKET_SIZE bytes
477 /// </summary>
478 /// <returns>Size of the last packet in the transfer</returns>
479 public int LastPacketSize()
480 {
481 if (CurrentPacket == 1)
482 return m_asset_ref.Data.Length;
483 return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
484 }
485
486 /// <summary>
487 /// Find the packet number that contains a given byte position
488 /// </summary>
489 /// <param name="bytePosition">Byte position</param>
490 /// <returns>Packet number that contains the given byte position</returns>
491 int GetPacketForBytePosition(int bytePosition)
492 {
493 return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
494 }
495
496 /// <summary>
497 /// Updates the Image sending limits based on the discard
498 /// If we don't have any Layers, Send the full texture
499 /// </summary>
500 /// <param name="discardLevel">jpeg2000 discard level. 5-0</param>
501 /// <param name="packet">Which packet to start from</param>
502 public void Update(int discardLevel, int packet)
503 {
504 //Requests for 0 means that the client wants us to resend the whole image
505 //Requests for -1 mean 'update priority but don't change discard level'
506
507 if (packet == 0 || packet == -1)
508 return;
509
510 // Check if we've got layers
511 if (Layers.Length > 0)
512 {
513 DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1);
514 StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
515 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
516 // sendFirstPacket = true;
517 }
518 else
519 {
520 // No layers, send full image
521 DiscardLevel = 0;
522 StopPacket = TexturePacketCount() - 1;
523 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
524
525 }
526 }
527
528 /// <summary>
529 /// Sends a texture packet to the client.
530 /// </summary>
531 /// <param name="client">Client to send texture to</param>
532 /// <returns>true if a packet was sent, false if not</returns>
533 public bool SendPacket(LLClientView client)
534 {
535 // If we've hit the end of the send or if the client set -1, return false.
536 if (CurrentPacket > StopPacket || StopPacket == -1)
537 return false;
538
539 // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
540 // This packet only gets sent once unless we're restarting the transfer from 0!
541 if (sendFirstPacket)
542 {
543 sendFirstPacket = false;
544
545 // Do we have less then 1 packet's worth of data?
546 if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
547 {
548 // Send only 1 packet
549 client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
550 CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
551 return true;
552 }
553 else
554 {
555
556 // Send first packet
557 byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
558 try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
559 catch (Exception)
560 {
561 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
562
563 //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
564 //m_cancel = true;
565 //m_sending = false;
566 return false;
567 }
568 client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
569 ++CurrentPacket; // sets CurrentPacket to 1
570 }
571 }
572
573 // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
574 // we know that the total image size is greater then 1000 if we're here
575 int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
576
577 //if (imagePacketSize > 0)
578 // imagePacketSize = IMAGE_PACKET_SIZE;
579 //if (imagePacketSize != 1000)
580 // Console.WriteLine("ENdPacket");
581 //Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
582
583
584 byte[] imageData = new byte[imagePacketSize];
585 try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
586 catch (Exception e)
587 {
588 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
589 imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
590 System.Console.WriteLine(e.ToString());
591 //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
592 //m_cancel = true;
593 //m_sending = false;
594 return false;
595 }
596
597 // Send next packet to the client
598 client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
599 ++CurrentPacket;
600 return true;
601 }
602
603 }
604
605 /// <summary>
606 /// Generic Priority Queue element
607 /// Contains a Priority and a Reference type Data Element
608 /// </summary>
609 /// <typeparam name="D">Reference type data element</typeparam>
610 struct Prio<D> : IComparable<Prio<D>> where D : class
611 {
612 public D data;
613 private int priority;
614
615 public Prio(D data, int priority)
616 {
617 this.data = data;
618 this.priority = priority;
619 }
620
621 public int CompareTo(Prio<D> that)
622 {
623 return this.priority.CompareTo(that.priority);
624 }
625
626 public bool Equals(Prio<D> that)
627 {
628 return this.priority == that.priority;
629 }
630
631 public static Prio<D> operator +(Prio<D> tp, int delta)
632 {
633 return new Prio<D>(tp.data, tp.priority + delta);
634 }
635
636 public static bool operator <(Prio<D> tp, int check)
637 {
638 return (tp.priority < check);
639 }
640
641 public static bool operator >(Prio<D> tp, int check)
642 {
643 return (tp.priority > check);
644 }
645
646 public static Prio<D> operator -(Prio<D> tp, int delta)
647 {
648 if (tp.priority - delta < 0)
649 return new Prio<D>(tp.data, tp.priority - delta);
650 else
651 return new Prio<D>(tp.data, 0);
652 }
653
654 public override String ToString()
655 {
656 return String.Format("{0}[{1}]", data, priority);
657 }
658
659 internal Prio<D> SetPriority(int pPriority)
660 {
661 return new Prio<D>(this.data, pPriority);
662 }
663 }
664}