changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness

This commit is contained in:
UbitUmarov
2018-11-07 20:32:39 +00:00
parent afd3852a36
commit ad8ddb8a78
4 changed files with 106 additions and 143 deletions

View File

@@ -52,6 +52,9 @@ namespace OpenSim.Framework
/// Number of queuest (priorities) that are processed immediately
/// </summary.
public const uint 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};
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
@@ -61,10 +64,8 @@ namespace OpenSim.Framework
// each pass. weighted towards the higher priority queues
private uint m_nextQueue = 0;
private uint m_countFromQueue = 0;
// first queues are imediate, so no counts
// private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 };
private uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1};
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private int m_capacity;
private int m_added;
// 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
@@ -84,17 +85,29 @@ namespace OpenSim.Framework
public PriorityQueue(int capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
m_capacity = capacity;
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_nextQueue = NumberOfImmediateQueues;
m_countFromQueue = m_queueCounts[m_nextQueue];
m_added = 0;
}
#endregion Constructor
#region PublicMethods
public void Close()
{
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = null;
m_heaps = null;
m_lookupTable.Clear();
m_lookupTable = null;
}
/// <summary>
/// Return the number of items in the queues
/// </summary>
@@ -116,14 +129,21 @@ namespace OpenSim.Framework
public bool Enqueue(uint pqueue, EntityUpdate value)
{
LookupItem lookup;
IHandle lookupH;
UInt64 entry;
uint localid = value.Entity.LocalId;
UInt64 entry = m_nextRequest++;
if (m_lookupTable.TryGetValue(localid, out lookup))
{
entry = lookup.Heap[lookup.Handle].EntryOrder;
value.Update(lookup.Heap[lookup.Handle].Value);
lookup.Heap.Remove(lookup.Handle);
lookupH = lookup.Handle;
entry = lookup.Heap[lookupH].EntryOrder;
value.Update(lookup.Heap[lookupH].Value);
lookup.Heap.Remove(lookupH);
}
else
{
entry = m_nextRequest++;
++m_added;
}
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
@@ -134,7 +154,6 @@ namespace OpenSim.Framework
return true;
}
public void Remove(List<uint> ids)
{
LookupItem lookup;
@@ -147,6 +166,11 @@ namespace OpenSim.Framework
m_lookupTable.Remove(localid);
}
}
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
}
/// <summary>
@@ -156,8 +180,9 @@ namespace OpenSim.Framework
/// </summary>
public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
// If there is anything in imediate queues, return it first no
// 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)
@@ -177,12 +202,13 @@ namespace OpenSim.Framework
// to give lower numbered queues a higher priority and higher percentage
// of the bandwidth.
MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
// Check for more items to be pulled from the current queue
if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0)
if (m_countFromQueue > 0 && curheap.Count > 0)
{
m_countFromQueue--;
--m_countFromQueue;
MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
@@ -196,35 +222,40 @@ namespace OpenSim.Framework
m_nextQueue++;
if(m_nextQueue >= NumberOfQueues)
m_nextQueue = NumberOfImmediateQueues;
curheap = m_heaps[m_nextQueue];
if (curheap.Count == 0)
continue;
m_countFromQueue = m_queueCounts[m_nextQueue];
--m_countFromQueue;
if (m_heaps[m_nextQueue].Count > 0)
{
m_countFromQueue--;
MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
timeinqueue = 0;
value = default(EntityUpdate);
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
return false;
}
public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
// If there is anything in imediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
for (int iq = 0; iq < NumberOfQueues; iq++)
MinHeap<MinHeapItem> curheap;
for (int iq = 0; iq < NumberOfQueues; ++iq)
{
if (m_heaps[iq].Count > 0)
curheap = m_heaps[iq];
if (curheap.Count > 0)
{
MinHeapItem item = m_heaps[iq].RemoveMin();
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
@@ -234,6 +265,11 @@ namespace OpenSim.Framework
timeinqueue = 0;
value = default(EntityUpdate);
if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
{
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_added = 0;
}
return false;
}
@@ -244,7 +280,7 @@ namespace OpenSim.Framework
public void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
@@ -270,7 +306,7 @@ namespace OpenSim.Framework
{
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
this.m_lookupTable.Remove(localid);
m_lookupTable.Remove(localid);
}
}
}
@@ -292,48 +328,55 @@ namespace OpenSim.Framework
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate Value {
get {
return this.value;
internal EntityUpdate Value
{
get
{
return value;
}
}
private uint pqueue;
internal uint PriorityQueue {
get {
return this.pqueue;
internal uint PriorityQueue
{
get
{
return pqueue;
}
}
private Int32 entrytime;
internal Int32 EntryTime {
get {
return this.entrytime;
internal Int32 EntryTime
{
get
{
return entrytime;
}
}
private UInt64 entryorder;
internal UInt64 EntryOrder
{
get {
return this.entryorder;
get
{
return entryorder;
}
}
internal MinHeapItem(uint pqueue, MinHeapItem other)
internal MinHeapItem(uint _pqueue, MinHeapItem other)
{
this.entrytime = other.entrytime;
this.entryorder = other.entryorder;
this.value = other.value;
this.pqueue = pqueue;
entrytime = other.entrytime;
entryorder = other.entryorder;
value = other.value;
pqueue = _pqueue;
}
internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value)
internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
{
this.entrytime = Util.EnvironmentTickCount();
this.entryorder = entryorder;
this.value = value;
this.pqueue = pqueue;
entrytime = Util.EnvironmentTickCount();
entryorder = _entryorder;
value = _value;
pqueue = _pqueue;
}
public override string ToString()