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udp updates: remove a intermediat struct; move files around so clean solution before pull, or pull on clean folder
This commit is contained in:
@@ -582,58 +582,6 @@ namespace OpenSim.Framework
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public float dwell;
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}
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public class EntityUpdate
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{
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private readonly ISceneEntity m_entity;
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private PrimUpdateFlags m_flags;
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public ISceneEntity Entity
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{
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get { return m_entity; }
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}
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public PrimUpdateFlags Flags
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{
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get { return m_flags; }
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set { m_flags = value; }
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}
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public virtual void Update()
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{
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// we are on the new one
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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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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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}
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public virtual void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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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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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= updateFlags;
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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}
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}
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public class PlacesReplyData
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{
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public UUID OwnerID;
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@@ -5959,25 +5959,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task);
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}
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private class ObjectPropertyUpdate : EntityUpdate
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{
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internal bool SendFamilyProps;
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internal bool SendObjectProps;
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public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
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: base(entity,(PrimUpdateFlags)flags)
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{
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SendFamilyProps = sendfam;
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SendObjectProps = sendobj;
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}
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public void Update(ObjectPropertyUpdate update)
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{
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SendFamilyProps = SendFamilyProps || update.SendFamilyProps;
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SendObjectProps = SendObjectProps || update.SendObjectProps;
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// other properties may need to be updated by base class
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base.Update(update);
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}
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}
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public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
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{
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@@ -6061,7 +6042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
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if (update.SendFamilyProps)
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if ((update.PropsFlags & ObjectPropertyUpdateFlags.Family) != 0)
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{
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if (update.Entity is SceneObjectPart)
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{
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@@ -6073,7 +6054,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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if (update.SendObjectProps)
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if ((update.PropsFlags & ObjectPropertyUpdateFlags.Object) != 0)
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{
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if (update.Entity is SceneObjectPart)
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{
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@@ -6113,6 +6094,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lastpos = zc.Position;
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lastzc = zc.ZeroCount;
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CreateObjectPropertiesBlock((SceneObjectPart)eu.Entity, zc);
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eu.Free();
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if (zc.Position < LLUDPServer.MAXPAYLOAD)
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{
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//tau.Add(eu);
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@@ -6172,6 +6154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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zc.Position = 8;
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CreateObjectPropertiesFamilyBlock((SceneObjectPart)eu.Entity, eu.Flags, zc);
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eu.Free();
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buf.DataLength = zc.Finish();
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//List<EntityUpdate> tau = new List<EntityUpdate>(1);
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//tau.Add(new ObjectPropertyUpdate((ISceneEntity) eu, (uint)eu.Flags, true, false));
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204
OpenSim/Region/Framework/Scenes/EntityUpdates.cs
Normal file
204
OpenSim/Region/Framework/Scenes/EntityUpdates.cs
Normal file
@@ -0,0 +1,204 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Specifies the fields that have been changed when sending a prim or
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/// avatar update
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/// </summary>
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[Flags]
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public enum ObjectPropertyUpdateFlags : byte
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{
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None = 0,
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Family = 1,
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Object = 2,
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NoFamily = unchecked((byte)~Family),
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NoObject = unchecked((byte)~Object)
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}
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public class EntityUpdate : IComparable<EntityUpdate>
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{
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// for priority queue
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private uint m_pqueue;
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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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{
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return m_entryorder;
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}
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set
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{
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m_entryorder = value;
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}
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}
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public ObjectPropertyUpdateFlags PropsFlags
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{
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get
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{
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return m_propsFlags;
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}
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set
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{
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m_propsFlags = value;
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}
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}
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public ISceneEntity Entity
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{
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get { return m_entity; }
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}
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public PrimUpdateFlags Flags
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{
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get { return m_flags; }
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set { m_flags = value; }
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}
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public virtual void Update()
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{
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// we are on the new one
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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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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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}
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public void Update(uint pqueue, ulong entry)
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{
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Update();
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m_pqueue = pqueue;
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m_entryorder = entry;
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}
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public void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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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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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= updateFlags;
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}
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public void Update(EntityUpdate oldupdate, uint pqueue, ulong entry)
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{
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Update(oldupdate);
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m_pqueue = pqueue;
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m_entryorder = entry;
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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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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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}
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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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}
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public int CompareTo(EntityUpdate other)
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{
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// I'm assuming that the root part of an SOG is added to the update queue
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// before the component parts
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return Comparer<ulong>.Default.Compare(this.EntryOrder, other.EntryOrder);
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}
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}
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public class ObjectPropertyUpdate : EntityUpdate
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{
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public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
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: base(entity, (PrimUpdateFlags)flags)
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{
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if (sendfam)
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m_propsFlags |= ObjectPropertyUpdateFlags.Family;
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else
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m_propsFlags &= ObjectPropertyUpdateFlags.NoFamily;
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if (sendobj)
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m_propsFlags |= ObjectPropertyUpdateFlags.Object;
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else
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m_propsFlags &= ObjectPropertyUpdateFlags.NoObject;
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}
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public void Update(ObjectPropertyUpdate update)
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{
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m_propsFlags |= update.PropsFlags;
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// other properties may need to be updated by base class
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base.Update(update);
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}
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public void Update(ObjectPropertyUpdate update, uint pqueue, ulong entry)
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{
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m_propsFlags |= update.PropsFlags;
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// other properties may need to be updated by base class
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base.Update(update, pqueue, entry);
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}
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}
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}
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@@ -26,15 +26,10 @@
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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.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using log4net;
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namespace OpenSim.Framework
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namespace OpenSim.Region.Framework.Scenes
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{
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public class PriorityQueue
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{
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@@ -56,7 +51,7 @@ namespace OpenSim.Framework
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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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// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
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private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
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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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// internal state used to ensure the deqeues are spread across the priority
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@@ -70,7 +65,7 @@ namespace OpenSim.Framework
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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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// lightweight (and more discriminating) than tick count
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private UInt64 m_nextRequest = 0;
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private ulong m_nextRequest = 0;
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/// <summary>
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/// Lock for enqueue and dequeue operations on the priority queue
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@@ -81,7 +76,7 @@ namespace OpenSim.Framework
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}
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#region constructor
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public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
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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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@@ -89,7 +84,7 @@ namespace OpenSim.Framework
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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<MinHeapItem>(capacity);
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m_heaps[i] = new MinHeap<EntityUpdate>(capacity);
|
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_nextQueue = NumberOfImmediateQueues;
|
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@@ -130,35 +125,35 @@ namespace OpenSim.Framework
|
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{
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LookupItem lookup;
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IHandle lookupH;
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UInt64 entry;
|
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ulong entry;
|
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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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{
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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].Value;
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value.Update(lookup.Heap[lookupH].Value);
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EntityUpdate up = lookup.Heap[lookupH];
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lookup.Heap.Remove(lookupH);
|
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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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|
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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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|
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lookup.Heap = m_heaps[pqueue];
|
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lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
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lookup.Heap.Add(value, ref lookup.Handle);
|
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m_lookupTable[localid] = lookup;
|
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return true;
|
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}
|
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|
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value.Update();
|
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|
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entry = m_nextRequest++;
|
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++m_added;
|
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|
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pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
|
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value.Update(pqueue, entry);
|
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|
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lookup.Heap = m_heaps[pqueue];
|
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lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
|
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lookup.Heap.Add(value, ref lookup.Handle);
|
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m_lookupTable[localid] = lookup;
|
||||
|
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return true;
|
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@@ -197,10 +192,8 @@ namespace OpenSim.Framework
|
||||
{
|
||||
if (m_heaps[iq].Count > 0)
|
||||
{
|
||||
MinHeapItem item = m_heaps[iq].RemoveMin();
|
||||
m_lookupTable.Remove(item.Value.Entity.LocalId);
|
||||
value = item.Value;
|
||||
|
||||
value = m_heaps[iq].RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -211,15 +204,14 @@ namespace OpenSim.Framework
|
||||
// to give lower numbered queues a higher priority and higher percentage
|
||||
// of the bandwidth.
|
||||
|
||||
MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
|
||||
MinHeap<EntityUpdate> 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;
|
||||
|
||||
MinHeapItem item = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(item.Value.Entity.LocalId);
|
||||
value = item.Value;
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -237,9 +229,8 @@ namespace OpenSim.Framework
|
||||
m_countFromQueue = m_queueCounts[m_nextQueue];
|
||||
--m_countFromQueue;
|
||||
|
||||
MinHeapItem item = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(item.Value.Entity.LocalId);
|
||||
value = item.Value;
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -256,12 +247,11 @@ namespace OpenSim.Framework
|
||||
{
|
||||
for (int iq = 0; iq < NumberOfQueues; ++iq)
|
||||
{
|
||||
MinHeap<MinHeapItem> curheap = m_heaps[iq];
|
||||
MinHeap<EntityUpdate> curheap = m_heaps[iq];
|
||||
if (curheap.Count > 0)
|
||||
{
|
||||
MinHeapItem item = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(item.Value.Entity.LocalId);
|
||||
value = item.Value;
|
||||
value = curheap.RemoveMin();
|
||||
m_lookupTable.Remove(value.Entity.LocalId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -281,32 +271,33 @@ namespace OpenSim.Framework
|
||||
/// </summary
|
||||
public void Reprioritize(UpdatePriorityHandler handler)
|
||||
{
|
||||
MinHeapItem item;
|
||||
EntityUpdate currentEU;
|
||||
uint pqueue = 0;
|
||||
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
|
||||
{
|
||||
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
|
||||
if (lookup.Heap.TryGetValue(lookup.Handle, out currentEU))
|
||||
{
|
||||
if (handler(ref pqueue, item.Value.Entity))
|
||||
if (handler(ref pqueue, currentEU.Entity))
|
||||
{
|
||||
// unless the priority queue has changed, there is no need to modify
|
||||
// the entry
|
||||
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
|
||||
if (pqueue != item.PriorityQueue)
|
||||
if (pqueue != currentEU.PriorityQueue)
|
||||
{
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
currentEU.PriorityQueue = pqueue;
|
||||
|
||||
lookup.Heap.Remove(lookup.Handle);
|
||||
LookupItem litem = lookup;
|
||||
litem.Heap = m_heaps[pqueue];
|
||||
litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
|
||||
m_lookupTable[item.Value.Entity.LocalId] = litem;
|
||||
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(item.Value.Entity.LocalId);
|
||||
m_lookupTable.Remove(currentEU.Entity.LocalId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -324,68 +315,11 @@ namespace OpenSim.Framework
|
||||
|
||||
#endregion PublicMethods
|
||||
|
||||
#region MinHeapItem
|
||||
private struct MinHeapItem : IComparable<MinHeapItem>
|
||||
{
|
||||
private EntityUpdate value;
|
||||
internal EntityUpdate Value
|
||||
{
|
||||
get
|
||||
{
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
private uint pqueue;
|
||||
internal uint PriorityQueue
|
||||
{
|
||||
get
|
||||
{
|
||||
return pqueue;
|
||||
}
|
||||
}
|
||||
|
||||
private UInt64 entryorder;
|
||||
internal UInt64 EntryOrder
|
||||
{
|
||||
get
|
||||
{
|
||||
return entryorder;
|
||||
}
|
||||
}
|
||||
|
||||
internal MinHeapItem(uint _pqueue, MinHeapItem other)
|
||||
{
|
||||
entryorder = other.entryorder;
|
||||
value = other.value;
|
||||
pqueue = _pqueue;
|
||||
}
|
||||
|
||||
internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
|
||||
{
|
||||
entryorder = _entryorder;
|
||||
value = _value;
|
||||
pqueue = _pqueue;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
|
||||
}
|
||||
|
||||
public int CompareTo(MinHeapItem other)
|
||||
{
|
||||
// I'm assuming that the root part of an SOG is added to the update queue
|
||||
// before the component parts
|
||||
return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region LookupItem
|
||||
private struct LookupItem
|
||||
{
|
||||
internal MinHeap<MinHeapItem> Heap;
|
||||
internal MinHeap<EntityUpdate> Heap;
|
||||
internal IHandle Handle;
|
||||
}
|
||||
#endregion
|
||||
Reference in New Issue
Block a user