use a dedicated MinHeap for updates priority

This commit is contained in:
UbitUmarov
2020-09-18 22:56:32 +01:00
parent d0606d5d5b
commit 2f82203c3b
4 changed files with 255 additions and 161 deletions

View File

@@ -4773,7 +4773,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
uint priority = m_prioritizer.GetUpdatePriority(this, entity);
int priority = m_prioritizer.GetUpdatePriority(this, entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, EntityUpdatesPool.Get(entity, updateFlags));
@@ -4789,7 +4789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// If the update exists in priority queue, it will be updated.
// If it does not exist then it will be added with the current (rather than its original) priority
uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
int priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
lock (m_entityUpdates.SyncRoot)
m_entityUpdates.Enqueue(priority, update);
@@ -5778,9 +5778,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
CheckGroupsInViewBusy = false;
}
private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity)
private bool UpdatePriorityHandler(ref int priority, ISceneEntity entity)
{
if (entity == null)
if (!IsActive)
return false;
priority = m_prioritizer.GetUpdatePriority(this, entity);
@@ -5968,16 +5968,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
{
uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
m_entityProps.Enqueue(priority, EntityUpdatesPool.Get(entity, (PrimUpdateFlags)requestFlags, true, false));
m_entityProps.Enqueue(0, EntityUpdatesPool.Get(entity, (PrimUpdateFlags)requestFlags, true, false));
}
private void ResendPropertyUpdate(EntityUpdate update)
{
uint priority = 0;
lock (m_entityProps.SyncRoot)
m_entityProps.Enqueue(priority, update);
m_entityProps.Enqueue(0, update);
}
private void ResendPropertyUpdates(List<EntityUpdate> updates, OutgoingPacket oPacket)
@@ -6002,9 +6000,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendObjectPropertiesReply(ISceneEntity entity)
{
uint priority = 0; // time based ordering only
lock (m_entityProps.SyncRoot)
m_entityProps.Enqueue(priority, EntityUpdatesPool.Get(entity,0,false,true));
m_entityProps.Enqueue(0, EntityUpdatesPool.Get(entity,0,false,true));
}
static private readonly byte[] ObjectPropertyUpdateHeader = new byte[] {

View File

@@ -50,25 +50,14 @@ namespace OpenSim.Region.Framework.Scenes
{
// for priority queue
private uint m_pqueue;
public int PriorityQueue;
public int PriorityQueueIndex;
private ulong m_entryorder;
private ISceneEntity m_entity;
private PrimUpdateFlags m_flags;
public ObjectPropertyUpdateFlags m_propsFlags;
public uint PriorityQueue
{
get
{
return m_pqueue;
}
set
{
m_pqueue = value;
}
}
public ulong EntryOrder
{
get
@@ -111,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
set { m_flags = value; }
}
public void Update(uint pqueue, ulong entry)
public void Update(int pqueue, ulong entry)
{
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
@@ -121,11 +110,11 @@ namespace OpenSim.Region.Framework.Scenes
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
m_pqueue = pqueue;
PriorityQueue = pqueue;
m_entryorder = entry;
}
public void Update(EntityUpdate oldupdate, uint pqueue, ulong entry)
public void Update(EntityUpdate oldupdate, int pqueue, ulong entry)
{
// we are on the new one
m_propsFlags |= oldupdate.PropsFlags;
@@ -133,6 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
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)
@@ -143,13 +133,36 @@ namespace OpenSim.Region.Framework.Scenes
else
m_flags |= updateFlags;
m_pqueue = pqueue;
PriorityQueue = pqueue;
m_entryorder = entry;
}
public void UpdateFromNew(EntityUpdate newupdate, int pqueue)
{
// we are on the new one
m_propsFlags |= newupdate.PropsFlags;
PrimUpdateFlags newFlags = newupdate.Flags;
if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags &= ~PrimUpdateFlags.UpdateProbe;
if ((newFlags & PrimUpdateFlags.CancelKill) != 0)
{
if ((newFlags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
newFlags = PrimUpdateFlags.FullUpdatewithAnim;
}
else
m_flags |= newFlags;
PriorityQueue = pqueue;
}
public void Free()
{
m_entity = null;
PriorityQueueIndex = -1;
EntityUpdatesPool.Free(this);
}
@@ -173,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
public override string ToString()
{
return String.Format("[{0},{1},{2}]", m_pqueue, m_entryorder, m_entity.LocalId);
return String.Format("[{0},{1},{2}]", PriorityQueue, m_entryorder, m_entity.LocalId);
}
public int CompareTo(EntityUpdate other)

View File

@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Returns the priority queue into which the update should be placed.
/// </summary>
public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
public int GetUpdatePriority(IClientAPI client, ISceneEntity entity)
{
// If entity is null we have a serious problem
if (entity == null)
@@ -68,8 +68,7 @@ namespace OpenSim.Region.Framework.Scenes
if (client.AgentId == entity.UUID)
return 0;
uint priority;
int priority;
switch (m_scene.UpdatePrioritizationScheme)
{
case UpdatePrioritizationSchemes.SimpleAngularDistance:
@@ -80,13 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
priority = GetPriorityByBestAvatarResponsiveness(client, entity);
break;
}
if(priority >= PriorityQueue.NumberOfQueues - 1)
return PriorityQueue.NumberOfQueues - 1;
return priority;
}
private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
private int GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
{
uint pqueue = 2; // keep compiler happy
int pqueue = 2; // keep compiler happy
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence != null)
@@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
return pqueue;
}
private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
private int ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack)
{
// Get this agent's position
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
// And convert the distance to a priority queue, this computation gives queues
// at 10, 20, 40, 80, 160, 320, 640, and 1280m
uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
int pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
if (distance > 10f)
{
float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
pqueue += (int)tmp;
}
// If this is a root agent, then determine front & back
@@ -193,19 +193,18 @@ namespace OpenSim.Region.Framework.Scenes
return pqueue;
}
private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
private int GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
{
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
if (presence == null)
return PriorityQueue.NumberOfQueues - 1;
uint pqueue = ComputeAngleDistancePriority(presence, entity);
return pqueue;
return ComputeAngleDistancePriority(presence, entity);
}
private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
private int ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
{
uint pqueue = PriorityQueue.NumberOfImmediateQueues;
int pqueue = PriorityQueue.NumberOfImmediateQueues;
float distance;
Vector3 presencePos = presence.AbsolutePosition;
@@ -216,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
pqueue += (int)tmp;
}
return pqueue;
}
@@ -238,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes
if (distance > 400f)
{
float tmp = (float)Math.Log(distance) * 0.7213475f - 4.321928f;
pqueue += (uint)tmp;
pqueue += (int)tmp;
}
return pqueue;
}
@@ -265,7 +264,7 @@ namespace OpenSim.Region.Framework.Scenes
// now
// 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
// 2st constant makes it be log2(distance/10)
pqueue += (uint)tmp;
pqueue += (int)tmp;
}
return pqueue;

View File

@@ -26,7 +26,12 @@
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Threading;
using System.Runtime.InteropServices;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
@@ -35,32 +40,30 @@ namespace OpenSim.Region.Framework.Scenes
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
public delegate bool UpdatePriorityHandler(ref int priority, ISceneEntity entity);
/// <summary>
/// Total number of queues (priorities) available
/// </summary>
public const uint NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
public const int NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
/// <summary>
/// Number of queuest (priorities) that are processed immediately
/// </summary.
public const uint NumberOfImmediateQueues = 2;
public const int NumberOfImmediateQueues = 2;
// first queues are immediate, so no counts
private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1, 1 };
private static readonly int[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1, 1 };
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private MinHeap<EntityUpdate>[] m_heaps = new MinHeap<EntityUpdate>[NumberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
private PriorityMinHeap[] m_heaps = new PriorityMinHeap[NumberOfQueues];
private ConcurrentDictionary<uint, EntityUpdate> 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
// each pass. weighted towards the higher priority queues
private uint m_nextQueue = 0;
private uint m_countFromQueue = 0;
private int m_capacity;
private int m_added;
private int m_nextQueue = 0;
private int m_countFromQueue = 0;
// 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
@@ -72,24 +75,19 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private object m_syncRoot = new object();
public object SyncRoot {
get { return this.m_syncRoot; }
get { return m_syncRoot; }
}
#region constructor
public PriorityQueue() : this(MinHeap<EntityUpdate>.DEFAULT_CAPACITY) { }
public PriorityQueue(int capacity)
{
m_capacity = 16;
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<EntityUpdate>(capacity);
m_heaps[i] = new PriorityMinHeap(capacity);
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_lookupTable = new ConcurrentDictionary<uint, EntityUpdate>();
m_nextQueue = NumberOfImmediateQueues;
m_countFromQueue = m_queueCounts[m_nextQueue];
m_added = 0;
}
#endregion Constructor
@@ -98,8 +96,7 @@ namespace OpenSim.Region.Framework.Scenes
{
for (int i = 0; i < m_heaps.Length; ++i)
{
foreach(EntityUpdate eu in m_heaps[i])
eu.Free();
m_heaps[i].Clear();
m_heaps[i] = null;
}
@@ -115,74 +112,53 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
count += m_heaps[i].Count;
return count;
return m_lookupTable.Count;
}
}
/// <summary>
/// Enqueue an item into the specified priority queue
/// </summary>
public bool Enqueue(uint pqueue, EntityUpdate value)
public bool Enqueue(int pqueue, EntityUpdate value)
{
LookupItem lookup;
IHandle lookupH;
ulong entry;
EntityUpdate existentup;
uint localid = value.Entity.LocalId;
if (m_lookupTable.TryGetValue(localid, out lookup))
if (m_lookupTable.TryGetValue(localid, out existentup))
{
lookupH = lookup.Handle;
entry = lookup.Heap[lookupH].EntryOrder;
EntityUpdate up = lookup.Heap[lookupH];
lookup.Heap.Remove(lookupH);
int eqqueue = existentup.PriorityQueue;
if((up.Flags & PrimUpdateFlags.CancelKill) != 0)
entry = m_nextRequest++;
existentup.UpdateFromNew(value, pqueue);
value.Free();
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
value.Update(up, pqueue, entry);
up.Free();
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(value, ref lookup.Handle);
m_lookupTable[localid] = lookup;
if (pqueue != eqqueue)
{
m_heaps[eqqueue].RemoveAt(existentup.PriorityQueueIndex);
m_heaps[pqueue].Add(existentup);
}
return true;
}
entry = m_nextRequest++;
++m_added;
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
value.Update(pqueue, entry);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(value, ref lookup.Handle);
m_lookupTable[localid] = lookup;
m_heaps[pqueue].Add(value);
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
}
}