From b16abc8166c29585cb76cc55c3bdd76e5833cb4f Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Thu, 5 Jan 2017 19:07:37 +0000 Subject: Massive tab and trailing space cleanup --- OpenSim/Framework/PriorityQueue.cs | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) (limited to 'OpenSim/Framework/PriorityQueue.cs') diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index fec01da..5b9185e 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs @@ -57,11 +57,11 @@ namespace OpenSim.Framework private Dictionary m_lookupTable; // internal state used to ensure the deqeues are spread across the priority - // queues "fairly". queuecounts is the amount to pull from each queue in + // queues "fairly". queuecounts is the amount to pull from each queue in // each pass. weighted towards the higher priority queues private uint m_nextQueue = 0; private uint m_countFromQueue = 0; - // first queues are imediate, so no counts + // first queues are imediate, so no counts // private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 }; private uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1}; // this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, + @@ -105,7 +105,7 @@ namespace OpenSim.Framework int count = 0; for (int i = 0; i < m_heaps.Length; ++i) count += m_heaps[i].Count; - + return count; } } @@ -170,26 +170,26 @@ namespace OpenSim.Framework return true; } } - + // To get the fair queing, we cycle through each of the - // queues when finding an element to dequeue. + // queues when finding an element to dequeue. // We pull (NumberOfQueues - QueueIndex) items from each queue in order // to give lower numbered queues a higher priority and higher percentage - // of the bandwidth. - + // of the bandwidth. + // Check for more items to be pulled from the current queue if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0) { m_countFromQueue--; - + MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); m_lookupTable.Remove(item.Value.Entity.LocalId); timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); value = item.Value; - + return true; } - + // Find the next non-immediate queue with updates in it for (uint i = NumberOfImmediateQueues; i < NumberOfQueues; ++i) { @@ -198,7 +198,7 @@ namespace OpenSim.Framework m_nextQueue = NumberOfImmediateQueues; m_countFromQueue = m_queueCounts[m_nextQueue]; - + if (m_heaps[m_nextQueue].Count > 0) { m_countFromQueue--; @@ -218,7 +218,7 @@ namespace OpenSim.Framework /// /// Reapply the prioritization function to each of the updates currently - /// stored in the priority queues. + /// stored in the priority queues. ///