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First pass at moving object property requests into a queue similar
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
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@@ -78,7 +78,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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public bool Enqueue(uint pqueue, EntityUpdate value)
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public bool Enqueue(uint pqueue, IEntityUpdate value)
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{
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LookupItem lookup;
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@@ -99,7 +99,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return true;
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}
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internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
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internal bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
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{
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for (int i = 0; i < m_numberOfQueues; ++i)
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{
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@@ -122,7 +122,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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timeinqueue = 0;
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value = default(EntityUpdate);
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value = default(IEntityUpdate);
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return false;
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}
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@@ -175,8 +175,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region MinHeapItem
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private struct MinHeapItem : IComparable<MinHeapItem>
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{
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private EntityUpdate value;
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internal EntityUpdate Value {
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private IEntityUpdate value;
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internal IEntityUpdate Value {
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get {
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return this.value;
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}
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@@ -212,7 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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this.pqueue = pqueue;
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}
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internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
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internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
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{
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this.entrytime = Util.EnvironmentTickCount();
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this.entryorder = entryorder;
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