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several changes related to culling option
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@@ -113,7 +113,7 @@ namespace OpenSim.Framework
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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, IEntityUpdate value)
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public bool Enqueue(uint pqueue, EntityUpdate value)
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{
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LookupItem lookup;
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@@ -154,7 +154,7 @@ namespace OpenSim.Framework
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/// oldest item from the next queue in order to provide fair access to
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/// all of the queues
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/// </summary>
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public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
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public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
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{
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// If there is anything in imediate queues, return it first no
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// matter what else. Breaks fairness. But very useful.
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@@ -212,7 +212,7 @@ namespace OpenSim.Framework
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}
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timeinqueue = 0;
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value = default(IEntityUpdate);
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value = default(EntityUpdate);
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return false;
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}
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@@ -270,8 +270,8 @@ namespace OpenSim.Framework
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#region MinHeapItem
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private struct MinHeapItem : IComparable<MinHeapItem>
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{
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private IEntityUpdate value;
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internal IEntityUpdate Value {
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private EntityUpdate value;
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internal EntityUpdate Value {
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get {
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return this.value;
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}
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@@ -307,7 +307,7 @@ namespace OpenSim.Framework
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this.pqueue = pqueue;
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}
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internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
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internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
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{
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this.entrytime = Util.EnvironmentTickCount();
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this.entryorder = entryorder;
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