make it ugly

This commit is contained in:
UbitUmarov
2020-09-19 02:30:22 +01:00
parent fcb349bc5e
commit 1cea3181dc
2 changed files with 52 additions and 68 deletions

View File

@@ -46,30 +46,17 @@ namespace OpenSim.Region.Framework.Scenes
NoObject = unchecked((byte)~Object)
}
public class EntityUpdate : IComparable<EntityUpdate>
public class EntityUpdate
{
// for priority queue
public int PriorityQueue;
public int PriorityQueueIndex;
private ulong m_entryorder;
public ulong EntryOrder;
private ISceneEntity m_entity;
private PrimUpdateFlags m_flags;
public ObjectPropertyUpdateFlags m_propsFlags;
public ulong EntryOrder
{
get
{
return m_entryorder;
}
set
{
m_entryorder = value;
}
}
public ObjectPropertyUpdateFlags PropsFlags
{
get
@@ -100,6 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
set { m_flags = value; }
}
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public void Update(int pqueue, ulong entry)
{
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
@@ -111,35 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
}
PriorityQueue = pqueue;
m_entryorder = entry;
}
public void Update(EntityUpdate oldupdate, int pqueue, ulong entry)
{
// we are on the new one
m_propsFlags |= oldupdate.PropsFlags;
PrimUpdateFlags updateFlags = oldupdate.Flags;
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
updateFlags &= ~PrimUpdateFlags.UpdateProbe;
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
else
m_flags |= updateFlags;
PriorityQueue = pqueue;
m_entryorder = entry;
EntryOrder = entry;
}
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public void UpdateFromNew(EntityUpdate newupdate, int pqueue)
{
// we are on the new one
m_propsFlags |= newupdate.PropsFlags;
PrimUpdateFlags newFlags = newupdate.Flags;
@@ -159,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
PriorityQueue = pqueue;
}
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public void Free()
{
m_entity = null;
@@ -186,14 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
public override string ToString()
{
return String.Format("[{0},{1},{2}]", PriorityQueue, m_entryorder, m_entity.LocalId);
}
public int CompareTo(EntityUpdate other)
{
// I'm assuming that the root part of an SOG is added to the update queue
// before the component parts
return Comparer<ulong>.Default.Compare(this.EntryOrder, other.EntryOrder);
return String.Format("[{0},{1},{2}]", PriorityQueue, EntryOrder, m_entity.LocalId);
}
}

View File

@@ -291,28 +291,26 @@ namespace OpenSim.Region.Framework.Scenes
public int Count { get { return m_size; } }
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
private void Set(EntityUpdate item, int index)
{
m_items[index] = item;
item.PriorityQueueIndex = index;
}
private bool BubbleUp(int index)
{
EntityUpdate tmp;
EntityUpdate item = m_items[index];
ulong itemEntryOrder = item.EntryOrder;
int current, parent;
for (current = index, parent = (current - 1) / 2;
(current > 0) && m_items[parent].EntryOrder > item.EntryOrder;
(current > 0) && m_items[parent].EntryOrder > itemEntryOrder;
current = parent, parent = (current - 1) / 2)
{
Set(m_items[parent], current);
tmp = m_items[parent];
tmp.PriorityQueueIndex = current;
m_items[current] = tmp;
}
if (current != index)
{
Set(item, current);
item.PriorityQueueIndex = current;
m_items[current] = item;
return true;
}
return false;
@@ -323,23 +321,42 @@ namespace OpenSim.Region.Framework.Scenes
if(m_size < 2)
return;
EntityUpdate childItem;
EntityUpdate childItemR;
EntityUpdate item = m_items[index];
ulong itemEntryOrder = item.EntryOrder;
int current;
int child;
int childlimit = m_size - 1;
for (current = index, child = (2 * current) + 1;
current < m_size / 2;
current = child, child = (2 * current) + 1)
{
if ((child < m_size - 1) && m_items[child].EntryOrder > m_items[child + 1].EntryOrder)
++child;
if (m_items[child].EntryOrder >= item.EntryOrder)
childItem = m_items[child];
if (child < childlimit)
{
childItemR = m_items[child + 1];
if(childItem.EntryOrder > childItemR.EntryOrder)
{
childItem = childItemR;
++child;
}
}
if (childItem.EntryOrder >= itemEntryOrder)
break;
Set(m_items[child], current);
childItem.PriorityQueueIndex = current;
m_items[current] = childItem;
}
if (current != index)
Set(item, current);
{
item.PriorityQueueIndex = current;
m_items[current] = item;
}
}
public void Add(EntityUpdate value)
@@ -352,7 +369,9 @@ namespace OpenSim.Region.Framework.Scenes
Array.Resize<EntityUpdate>(ref m_items, newcapacity);
}
Set(value, m_size);
value.PriorityQueueIndex = m_size;
m_items[m_size] = value;
BubbleUp(m_size);
++m_size;
}
@@ -376,7 +395,10 @@ namespace OpenSim.Region.Framework.Scenes
{
if (index != m_size)
{
Set(m_items[m_size], index);
EntityUpdate tmp = m_items[m_size];
tmp.PriorityQueueIndex = index;
m_items[index] = tmp;
m_items[m_size] = null;
if (!BubbleUp(index))
BubbleDown(index);
@@ -395,9 +417,12 @@ namespace OpenSim.Region.Framework.Scenes
--m_size;
if (m_size > 0)
{
Set(m_items[m_size], 0);
m_items[m_size] = null;
BubbleDown(0);
EntityUpdate tmp = m_items[m_size];
tmp.PriorityQueueIndex = 0;
m_items[0] = tmp;
m_items[m_size] = null;
BubbleDown(0);
}
else if (m_items.Length > 4 * minCapacity)
m_items = new EntityUpdate[minCapacity];