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synced 2026-08-05 08:55:56 +08:00
changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness
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@@ -52,6 +52,9 @@ namespace OpenSim.Framework
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/// Number of queuest (priorities) that are processed immediately
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/// </summary.
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public const uint NumberOfImmediateQueues = 2;
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// first queues are immediate, so no counts
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private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 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 Dictionary<uint, LookupItem> m_lookupTable;
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@@ -61,10 +64,8 @@ namespace OpenSim.Framework
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// each pass. weighted towards the higher priority queues
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private uint m_nextQueue = 0;
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private uint m_countFromQueue = 0;
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// first queues are imediate, so no counts
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// private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 };
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private uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 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 int m_capacity;
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private int m_added;
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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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@@ -84,17 +85,29 @@ namespace OpenSim.Framework
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public PriorityQueue(int capacity)
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{
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m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
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m_capacity = capacity;
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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_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_nextQueue = NumberOfImmediateQueues;
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m_countFromQueue = m_queueCounts[m_nextQueue];
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m_added = 0;
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}
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#endregion Constructor
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#region PublicMethods
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public void Close()
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{
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for (int i = 0; i < m_heaps.Length; ++i)
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m_heaps[i] = null;
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m_heaps = null;
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m_lookupTable.Clear();
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m_lookupTable = null;
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}
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/// <summary>
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/// Return the number of items in the queues
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/// </summary>
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@@ -116,14 +129,21 @@ namespace OpenSim.Framework
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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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IHandle lookupH;
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UInt64 entry;
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uint localid = value.Entity.LocalId;
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UInt64 entry = m_nextRequest++;
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if (m_lookupTable.TryGetValue(localid, out lookup))
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{
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entry = lookup.Heap[lookup.Handle].EntryOrder;
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value.Update(lookup.Heap[lookup.Handle].Value);
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lookup.Heap.Remove(lookup.Handle);
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lookupH = lookup.Handle;
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entry = lookup.Heap[lookupH].EntryOrder;
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value.Update(lookup.Heap[lookupH].Value);
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lookup.Heap.Remove(lookupH);
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}
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else
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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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@@ -134,7 +154,6 @@ namespace OpenSim.Framework
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return true;
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}
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public void Remove(List<uint> ids)
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{
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LookupItem lookup;
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@@ -147,6 +166,11 @@ namespace OpenSim.Framework
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m_lookupTable.Remove(localid);
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}
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}
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if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
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{
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_added = 0;
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}
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}
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/// <summary>
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@@ -156,8 +180,9 @@ namespace OpenSim.Framework
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/// </summary>
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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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// If there is anything in immediate queues, return it first no
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// matter what else. Breaks fairness. But very useful.
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for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
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{
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if (m_heaps[iq].Count > 0)
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@@ -177,12 +202,13 @@ namespace OpenSim.Framework
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// to give lower numbered queues a higher priority and higher percentage
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// of the bandwidth.
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MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
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// Check for more items to be pulled from the current queue
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if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0)
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if (m_countFromQueue > 0 && curheap.Count > 0)
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{
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m_countFromQueue--;
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--m_countFromQueue;
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MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
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MinHeapItem item = curheap.RemoveMin();
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
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value = item.Value;
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@@ -196,35 +222,40 @@ namespace OpenSim.Framework
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m_nextQueue++;
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if(m_nextQueue >= NumberOfQueues)
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m_nextQueue = NumberOfImmediateQueues;
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curheap = m_heaps[m_nextQueue];
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if (curheap.Count == 0)
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continue;
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m_countFromQueue = m_queueCounts[m_nextQueue];
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--m_countFromQueue;
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if (m_heaps[m_nextQueue].Count > 0)
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{
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m_countFromQueue--;
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MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
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value = item.Value;
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return true;
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}
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MinHeapItem item = curheap.RemoveMin();
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
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value = item.Value;
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return true;
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}
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timeinqueue = 0;
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value = default(EntityUpdate);
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if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
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{
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_added = 0;
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}
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return false;
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}
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public bool TryOrderedDequeue(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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for (int iq = 0; iq < NumberOfQueues; iq++)
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MinHeap<MinHeapItem> curheap;
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for (int iq = 0; iq < NumberOfQueues; ++iq)
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{
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if (m_heaps[iq].Count > 0)
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curheap = m_heaps[iq];
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if (curheap.Count > 0)
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{
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MinHeapItem item = m_heaps[iq].RemoveMin();
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MinHeapItem item = curheap.RemoveMin();
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
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value = item.Value;
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@@ -234,6 +265,11 @@ namespace OpenSim.Framework
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timeinqueue = 0;
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value = default(EntityUpdate);
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if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
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{
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_added = 0;
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}
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return false;
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}
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@@ -244,7 +280,7 @@ namespace OpenSim.Framework
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public void Reprioritize(UpdatePriorityHandler handler)
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{
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MinHeapItem item;
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foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values))
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foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
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{
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if (lookup.Heap.TryGetValue(lookup.Handle, out item))
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{
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@@ -270,7 +306,7 @@ namespace OpenSim.Framework
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{
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// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
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lookup.Heap.Remove(lookup.Handle);
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this.m_lookupTable.Remove(localid);
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m_lookupTable.Remove(localid);
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}
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}
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}
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@@ -292,48 +328,55 @@ namespace OpenSim.Framework
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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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get {
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return this.value;
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internal EntityUpdate Value
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{
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get
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{
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return value;
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}
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}
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private uint pqueue;
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internal uint PriorityQueue {
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get {
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return this.pqueue;
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internal uint PriorityQueue
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{
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get
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{
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return pqueue;
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}
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}
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private Int32 entrytime;
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internal Int32 EntryTime {
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get {
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return this.entrytime;
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internal Int32 EntryTime
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{
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get
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{
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return entrytime;
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}
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}
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private UInt64 entryorder;
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internal UInt64 EntryOrder
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{
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get {
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return this.entryorder;
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get
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{
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return entryorder;
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}
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}
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internal MinHeapItem(uint pqueue, MinHeapItem other)
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internal MinHeapItem(uint _pqueue, MinHeapItem other)
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{
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this.entrytime = other.entrytime;
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this.entryorder = other.entryorder;
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this.value = other.value;
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this.pqueue = pqueue;
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entrytime = other.entrytime;
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entryorder = other.entryorder;
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value = other.value;
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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, 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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this.value = value;
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this.pqueue = pqueue;
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entrytime = Util.EnvironmentTickCount();
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entryorder = _entryorder;
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value = _value;
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pqueue = _pqueue;
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}
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public override string ToString()
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