mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 11:33:28 +08:00
use a dedicated MinHeap for updates priority
This commit is contained in:
@@ -4773,7 +4773,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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int priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, EntityUpdatesPool.Get(entity, updateFlags));
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@@ -4789,7 +4789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// If the update exists in priority queue, it will be updated.
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// If it does not exist then it will be added with the current (rather than its original) priority
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uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
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int priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, update);
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@@ -5778,9 +5778,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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CheckGroupsInViewBusy = false;
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}
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private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
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private bool UpdatePriorityHandler(ref int priority, ISceneEntity entity)
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{
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if (entity == null)
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if (!IsActive)
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return false;
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priority = m_prioritizer.GetUpdatePriority(this, entity);
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@@ -5968,16 +5968,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
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{
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uint priority = 0; // time based ordering only
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lock (m_entityProps.SyncRoot)
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m_entityProps.Enqueue(priority, EntityUpdatesPool.Get(entity, (PrimUpdateFlags)requestFlags, true, false));
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m_entityProps.Enqueue(0, EntityUpdatesPool.Get(entity, (PrimUpdateFlags)requestFlags, true, false));
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}
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private void ResendPropertyUpdate(EntityUpdate update)
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{
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uint priority = 0;
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lock (m_entityProps.SyncRoot)
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m_entityProps.Enqueue(priority, update);
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m_entityProps.Enqueue(0, update);
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}
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private void ResendPropertyUpdates(List<EntityUpdate> updates, OutgoingPacket oPacket)
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@@ -6002,9 +6000,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendObjectPropertiesReply(ISceneEntity entity)
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{
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uint priority = 0; // time based ordering only
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lock (m_entityProps.SyncRoot)
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m_entityProps.Enqueue(priority, EntityUpdatesPool.Get(entity,0,false,true));
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m_entityProps.Enqueue(0, EntityUpdatesPool.Get(entity,0,false,true));
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}
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static private readonly byte[] ObjectPropertyUpdateHeader = new byte[] {
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@@ -50,25 +50,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// for priority queue
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private uint m_pqueue;
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public int PriorityQueue;
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public int PriorityQueueIndex;
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private ulong m_entryorder;
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private ISceneEntity m_entity;
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private PrimUpdateFlags m_flags;
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public ObjectPropertyUpdateFlags m_propsFlags;
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public uint PriorityQueue
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{
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get
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{
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return m_pqueue;
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}
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set
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{
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m_pqueue = value;
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}
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}
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public ulong EntryOrder
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{
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get
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@@ -111,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_flags = value; }
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}
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public void Update(uint pqueue, ulong entry)
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public void Update(int pqueue, ulong entry)
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{
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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@@ -121,11 +110,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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m_pqueue = pqueue;
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PriorityQueue = pqueue;
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m_entryorder = entry;
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}
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public void Update(EntityUpdate oldupdate, uint pqueue, ulong entry)
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public void Update(EntityUpdate oldupdate, int pqueue, ulong entry)
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{
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// we are on the new one
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m_propsFlags |= oldupdate.PropsFlags;
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@@ -133,6 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
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PrimUpdateFlags updateFlags = oldupdate.Flags;
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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updateFlags &= ~PrimUpdateFlags.UpdateProbe;
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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@@ -143,13 +133,36 @@ namespace OpenSim.Region.Framework.Scenes
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else
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m_flags |= updateFlags;
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m_pqueue = pqueue;
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PriorityQueue = pqueue;
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m_entryorder = entry;
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}
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public void UpdateFromNew(EntityUpdate newupdate, int pqueue)
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{
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// we are on the new one
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m_propsFlags |= newupdate.PropsFlags;
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PrimUpdateFlags newFlags = newupdate.Flags;
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if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags &= ~PrimUpdateFlags.UpdateProbe;
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if ((newFlags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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newFlags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= newFlags;
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PriorityQueue = pqueue;
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}
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public void Free()
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{
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m_entity = null;
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PriorityQueueIndex = -1;
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EntityUpdatesPool.Free(this);
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}
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@@ -173,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
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public override string ToString()
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{
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return String.Format("[{0},{1},{2}]", m_pqueue, m_entryorder, m_entity.LocalId);
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return String.Format("[{0},{1},{2}]", PriorityQueue, m_entryorder, m_entity.LocalId);
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}
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public int CompareTo(EntityUpdate other)
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@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Returns the priority queue into which the update should be placed.
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/// </summary>
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public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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public int GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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{
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// If entity is null we have a serious problem
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if (entity == null)
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@@ -68,8 +68,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (client.AgentId == entity.UUID)
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return 0;
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uint priority;
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int priority;
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switch (m_scene.UpdatePrioritizationScheme)
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{
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case UpdatePrioritizationSchemes.SimpleAngularDistance:
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@@ -80,13 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
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priority = GetPriorityByBestAvatarResponsiveness(client, entity);
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break;
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}
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if(priority >= PriorityQueue.NumberOfQueues - 1)
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return PriorityQueue.NumberOfQueues - 1;
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return priority;
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}
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private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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private int GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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{
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uint pqueue = 2; // keep compiler happy
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int pqueue = 2; // keep compiler happy
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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@@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
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return pqueue;
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}
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private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
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private int ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
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{
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// Get this agent's position
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
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// And convert the distance to a priority queue, this computation gives queues
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// at 10, 20, 40, 80, 160, 320, 640, and 1280m
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uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
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int pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
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if (distance > 10f)
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{
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float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
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@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
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// now
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// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
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// 2st constant makes it be log2(distance/10)
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pqueue += (uint)tmp;
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pqueue += (int)tmp;
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}
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// If this is a root agent, then determine front & back
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@@ -193,19 +193,18 @@ namespace OpenSim.Region.Framework.Scenes
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return pqueue;
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}
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private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
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private int GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence == null)
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return PriorityQueue.NumberOfQueues - 1;
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uint pqueue = ComputeAngleDistancePriority(presence, entity);
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return pqueue;
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return ComputeAngleDistancePriority(presence, entity);
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}
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private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
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private int ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
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{
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uint pqueue = PriorityQueue.NumberOfImmediateQueues;
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int pqueue = PriorityQueue.NumberOfImmediateQueues;
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float distance;
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Vector3 presencePos = presence.AbsolutePosition;
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@@ -216,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (distance > 400f)
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{
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float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
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pqueue += (uint)tmp;
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pqueue += (int)tmp;
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}
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return pqueue;
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}
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@@ -238,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (distance > 400f)
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{
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float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
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pqueue += (uint)tmp;
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pqueue += (int)tmp;
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}
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return pqueue;
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}
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@@ -265,7 +264,7 @@ namespace OpenSim.Region.Framework.Scenes
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// now
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// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
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// 2st constant makes it be log2(distance/10)
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pqueue += (uint)tmp;
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pqueue += (int)tmp;
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}
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return pqueue;
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@@ -26,7 +26,12 @@
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Threading;
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using System.Runtime.InteropServices;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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@@ -35,32 +40,30 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
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public delegate bool UpdatePriorityHandler(ref int priority, ISceneEntity entity);
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/// <summary>
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/// Total number of queues (priorities) available
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/// </summary>
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public const uint NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
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public const int NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
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/// <summary>
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/// Number of queuest (priorities) that are processed immediately
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/// </summary.
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public const uint NumberOfImmediateQueues = 2;
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public const int NumberOfImmediateQueues = 2;
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// first queues are immediate, so no counts
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private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1, 1 };
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private static readonly int[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1, 1 };
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// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
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private MinHeap<EntityUpdate>[] m_heaps = new MinHeap<EntityUpdate>[NumberOfQueues];
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private Dictionary<uint, LookupItem> m_lookupTable;
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private PriorityMinHeap[] m_heaps = new PriorityMinHeap[NumberOfQueues];
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private ConcurrentDictionary<uint, EntityUpdate> m_lookupTable;
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// internal state used to ensure the deqeues are spread across the priority
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// queues "fairly". queuecounts is the amount to pull from each queue in
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// each pass. weighted towards the higher priority queues
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private uint m_nextQueue = 0;
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private uint m_countFromQueue = 0;
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private int m_capacity;
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private int m_added;
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private int m_nextQueue = 0;
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private int m_countFromQueue = 0;
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// next request is a counter of the number of updates queued, it provides
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// a total ordering on the updates coming through the queue and is more
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@@ -72,24 +75,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private object m_syncRoot = new object();
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public object SyncRoot {
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get { return this.m_syncRoot; }
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get { return m_syncRoot; }
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}
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#region constructor
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public PriorityQueue() : this(MinHeap<EntityUpdate>.DEFAULT_CAPACITY) { }
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public PriorityQueue(int capacity)
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{
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m_capacity = 16;
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capacity /= 4;
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for (int i = 0; i < m_heaps.Length; ++i)
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m_heaps[i] = new MinHeap<EntityUpdate>(capacity);
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m_heaps[i] = new PriorityMinHeap(capacity);
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_lookupTable = new ConcurrentDictionary<uint, EntityUpdate>();
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m_nextQueue = NumberOfImmediateQueues;
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m_countFromQueue = m_queueCounts[m_nextQueue];
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m_added = 0;
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}
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#endregion Constructor
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@@ -98,8 +96,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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for (int i = 0; i < m_heaps.Length; ++i)
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{
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foreach(EntityUpdate eu in m_heaps[i])
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eu.Free();
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m_heaps[i].Clear();
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m_heaps[i] = null;
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}
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@@ -115,74 +112,53 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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int count = 0;
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for (int i = 0; i < m_heaps.Length; ++i)
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count += m_heaps[i].Count;
|
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|
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return count;
|
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return m_lookupTable.Count;
|
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}
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}
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/// <summary>
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/// Enqueue an item into the specified priority queue
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/// </summary>
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public bool Enqueue(uint pqueue, EntityUpdate value)
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public bool Enqueue(int pqueue, EntityUpdate value)
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{
|
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LookupItem lookup;
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IHandle lookupH;
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ulong entry;
|
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EntityUpdate existentup;
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|
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uint localid = value.Entity.LocalId;
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if (m_lookupTable.TryGetValue(localid, out lookup))
|
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if (m_lookupTable.TryGetValue(localid, out existentup))
|
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{
|
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lookupH = lookup.Handle;
|
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entry = lookup.Heap[lookupH].EntryOrder;
|
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EntityUpdate up = lookup.Heap[lookupH];
|
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lookup.Heap.Remove(lookupH);
|
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int eqqueue = existentup.PriorityQueue;
|
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|
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if((up.Flags & PrimUpdateFlags.CancelKill) != 0)
|
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entry = m_nextRequest++;
|
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existentup.UpdateFromNew(value, pqueue);
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value.Free();
|
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|
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pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
|
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value.Update(up, pqueue, entry);
|
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up.Free();
|
||||
|
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lookup.Heap = m_heaps[pqueue];
|
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lookup.Heap.Add(value, ref lookup.Handle);
|
||||
m_lookupTable[localid] = lookup;
|
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if (pqueue != eqqueue)
|
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{
|
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m_heaps[eqqueue].RemoveAt(existentup.PriorityQueueIndex);
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m_heaps[pqueue].Add(existentup);
|
||||
}
|
||||
return true;
|
||||
}
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||||
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entry = m_nextRequest++;
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++m_added;
|
||||
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
|
||||
value.Update(pqueue, entry);
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||||
|
||||
lookup.Heap = m_heaps[pqueue];
|
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lookup.Heap.Add(value, ref lookup.Handle);
|
||||
m_lookupTable[localid] = lookup;
|
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|
||||
m_heaps[pqueue].Add(value);
|
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m_lookupTable[localid] = value;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Remove(List<uint> ids)
|
||||
{
|
||||
LookupItem lookup;
|
||||
|
||||
EntityUpdate lookup;
|
||||
foreach (uint localid in ids)
|
||||
{
|
||||
if (m_lookupTable.TryGetValue(localid, out lookup))
|
||||
if (m_lookupTable.TryRemove(localid, out lookup))
|
||||
{
|
||||
lookup.Heap[lookup.Handle].Free();
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
m_lookupTable.Remove(localid);
|
||||
m_heaps[lookup.PriorityQueue].RemoveAt(lookup.PriorityQueueIndex);
|
||||
lookup.Free();
|
||||
}
|
||||
}
|
||||
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
|
||||
{
|
||||
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
|
||||
m_added = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -194,14 +170,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
// If there is anything in immediate queues, return it first no
|
||||
// matter what else. Breaks fairness. But very useful.
|
||||
|
||||
|
||||
for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
|
||||
{
|
||||
if (m_heaps[iq].Count > 0)
|
||||
{
|
||||
value = m_heaps[iq].RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
value = m_heaps[iq].RemoveNext();
|
||||
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -211,19 +186,18 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// to give lower numbered queues a higher priority and higher percentage
|
||||
// of the bandwidth.
|
||||
|
||||
MinHeap<EntityUpdate> curheap = m_heaps[m_nextQueue];
|
||||
PriorityMinHeap curheap = m_heaps[m_nextQueue];
|
||||
// Check for more items to be pulled from the current queue
|
||||
if (m_countFromQueue > 0 && curheap.Count > 0)
|
||||
{
|
||||
--m_countFromQueue;
|
||||
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
value = curheap.RemoveNext();
|
||||
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
|
||||
}
|
||||
|
||||
// Find the next non-immediate queue with updates in it
|
||||
for (uint i = NumberOfImmediateQueues; i < NumberOfQueues; ++i)
|
||||
for (int i = NumberOfImmediateQueues; i < NumberOfQueues; ++i)
|
||||
{
|
||||
m_nextQueue++;
|
||||
if(m_nextQueue >= NumberOfQueues)
|
||||
@@ -236,17 +210,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
m_countFromQueue = m_queueCounts[m_nextQueue];
|
||||
--m_countFromQueue;
|
||||
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
value = curheap.RemoveNext();
|
||||
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
|
||||
}
|
||||
|
||||
value = default(EntityUpdate);
|
||||
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
|
||||
{
|
||||
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
|
||||
m_added = 0;
|
||||
}
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -254,21 +222,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
for (int iq = 0; iq < NumberOfQueues; ++iq)
|
||||
{
|
||||
MinHeap<EntityUpdate> curheap = m_heaps[iq];
|
||||
PriorityMinHeap curheap = m_heaps[iq];
|
||||
if (curheap.Count > 0)
|
||||
{
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
value = curheap.RemoveNext();
|
||||
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
|
||||
}
|
||||
}
|
||||
|
||||
value = default(EntityUpdate);
|
||||
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
|
||||
{
|
||||
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
|
||||
m_added = 0;
|
||||
}
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -278,35 +240,24 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary
|
||||
public void Reprioritize(UpdatePriorityHandler handler)
|
||||
{
|
||||
EntityUpdate currentEU;
|
||||
uint pqueue = 0;
|
||||
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
|
||||
int pqueue = 0;
|
||||
foreach (EntityUpdate currentEU in m_lookupTable.Values)
|
||||
{
|
||||
if (lookup.Heap.TryGetValue(lookup.Handle, out currentEU))
|
||||
if (handler(ref pqueue, currentEU.Entity))
|
||||
{
|
||||
if (handler(ref pqueue, currentEU.Entity))
|
||||
// unless the priority queue has changed, there is no need to modify
|
||||
// the entry
|
||||
if (pqueue != currentEU.PriorityQueue)
|
||||
{
|
||||
// unless the priority queue has changed, there is no need to modify
|
||||
// the entry
|
||||
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
|
||||
if (pqueue != currentEU.PriorityQueue)
|
||||
{
|
||||
currentEU.PriorityQueue = pqueue;
|
||||
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
LookupItem litem = lookup;
|
||||
litem.Heap = m_heaps[pqueue];
|
||||
litem.Heap.Add(currentEU, ref litem.Handle);
|
||||
m_lookupTable[currentEU.Entity.LocalId] = litem;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
m_lookupTable.Remove(currentEU.Entity.LocalId);
|
||||
m_heaps[currentEU.PriorityQueue].RemoveAt(currentEU.PriorityQueueIndex);
|
||||
currentEU.PriorityQueue = pqueue;
|
||||
m_heaps[pqueue].Add(currentEU);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -321,14 +272,148 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
|
||||
#endregion PublicMethods
|
||||
}
|
||||
|
||||
public class PriorityMinHeap
|
||||
{
|
||||
public const int MIN_CAPACITY = 16;
|
||||
|
||||
#region LookupItem
|
||||
private struct LookupItem
|
||||
private EntityUpdate[] m_items;
|
||||
private int m_size;
|
||||
private int minCapacity;
|
||||
|
||||
public PriorityMinHeap(int _capacity)
|
||||
{
|
||||
internal MinHeap<EntityUpdate> Heap;
|
||||
internal IHandle Handle;
|
||||
minCapacity = MIN_CAPACITY;
|
||||
m_items = new EntityUpdate[_capacity];
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
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 item = m_items[index];
|
||||
int current, parent;
|
||||
|
||||
for (current = index, parent = (current - 1) / 2;
|
||||
(current > 0) && m_items[parent].EntryOrder > item.EntryOrder;
|
||||
current = parent, parent = (current - 1) / 2)
|
||||
{
|
||||
Set(m_items[parent], current);
|
||||
}
|
||||
|
||||
if (current != index)
|
||||
{
|
||||
Set(item, current);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void BubbleDown(int index)
|
||||
{
|
||||
if(m_size < 2)
|
||||
return;
|
||||
|
||||
EntityUpdate item = m_items[index];
|
||||
int current;
|
||||
int child;
|
||||
|
||||
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)
|
||||
break;
|
||||
Set(m_items[child], current);
|
||||
}
|
||||
|
||||
if (current != index)
|
||||
Set(item, current);
|
||||
}
|
||||
|
||||
public void Add(EntityUpdate value)
|
||||
{
|
||||
if (m_size == m_items.Length)
|
||||
{
|
||||
int newcapacity = (int)((m_items.Length * 200L) / 100L);
|
||||
if (newcapacity < (m_items.Length + MIN_CAPACITY))
|
||||
newcapacity = m_items.Length + MIN_CAPACITY;
|
||||
Array.Resize<EntityUpdate>(ref m_items, newcapacity);
|
||||
}
|
||||
|
||||
Set(value, m_size);
|
||||
BubbleUp(m_size);
|
||||
++m_size;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
for (int index = 0; index < m_size; ++index)
|
||||
m_items[index].Free();
|
||||
m_size = 0;
|
||||
}
|
||||
|
||||
public void RemoveAt(int index)
|
||||
{
|
||||
if (m_size == 0)
|
||||
throw new InvalidOperationException("Heap is empty");
|
||||
if (index >= m_size)
|
||||
throw new ArgumentOutOfRangeException("index");
|
||||
|
||||
--m_size;
|
||||
if (m_size > 0)
|
||||
{
|
||||
if (index != m_size)
|
||||
{
|
||||
Set(m_items[m_size], index);
|
||||
m_items[m_size] = null;
|
||||
if (!BubbleUp(index))
|
||||
BubbleDown(index);
|
||||
}
|
||||
}
|
||||
else if (m_items.Length > 4 * minCapacity)
|
||||
m_items = new EntityUpdate[minCapacity];
|
||||
}
|
||||
|
||||
public EntityUpdate RemoveNext()
|
||||
{
|
||||
if (m_size == 0)
|
||||
throw new InvalidOperationException("Heap is empty");
|
||||
|
||||
EntityUpdate item = m_items[0];
|
||||
--m_size;
|
||||
if (m_size > 0)
|
||||
{
|
||||
Set(m_items[m_size], 0);
|
||||
m_items[m_size] = null;
|
||||
BubbleDown(0);
|
||||
}
|
||||
else if (m_items.Length > 4 * minCapacity)
|
||||
m_items = new EntityUpdate[minCapacity];
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
public bool Remove(EntityUpdate value)
|
||||
{
|
||||
int index = value.PriorityQueueIndex;
|
||||
if (index != -1)
|
||||
{
|
||||
RemoveAt(index);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user