From 5d986002fdb6d91426529f14344d7b2d133c6633 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Wed, 26 Sep 2012 00:17:54 +0100
Subject: fix priorityQueue to correctly use the fairness counts starting at 8
for nonimediate queues. Imediate queues where not taken into account so it
was unused.
---
OpenSim/Framework/PriorityQueue.cs | 20 ++++++++++----------
1 file 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
///
/// Total number of queues (priorities) available
///
- public const uint NumberOfQueues = 12;
+
+ public const uint NumberOfQueues = 12; // includes immediate queues, m_queueCounts need to be set acording
///
/// Number of queuest (priorities) that are processed immediately
@@ -60,7 +61,8 @@ namespace OpenSim.Framework
// each pass. weighted towards the higher priority queues
private uint m_nextQueue = 0;
private uint m_countFromQueue = 0;
- private uint[] m_queueCounts = { 8, 4, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1 };
+ // first queues are imediate, so no counts
+ private uint[] m_queueCounts = {0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1};
// next request is a counter of the number of updates queued, it provides
// a total ordering on the updates coming through the queue and is more
@@ -137,7 +139,7 @@ namespace OpenSim.Framework
///
public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
{
- // If there is anything in priority queue 0, return it first no
+ // If there is anything in imediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
{
@@ -172,14 +174,13 @@ namespace OpenSim.Framework
}
// Find the next non-immediate queue with updates in it
- for (int i = 0; i < NumberOfQueues; ++i)
+ for (uint i = NumberOfImmediateQueues; i < NumberOfQueues; ++i)
{
- m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues);
- m_countFromQueue = m_queueCounts[m_nextQueue];
+ m_nextQueue++;
+ if(m_nextQueue >= NumberOfQueues)
+ m_nextQueue = NumberOfImmediateQueues;
- // if this is one of the immediate queues, just skip it
- if (m_nextQueue < NumberOfImmediateQueues)
- continue;
+ m_countFromQueue = m_queueCounts[m_nextQueue];
if (m_heaps[m_nextQueue].Count > 0)
{
@@ -189,7 +190,6 @@ namespace OpenSim.Framework
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
-
return true;
}
}
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