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Massive tab and trailing space cleanup
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@@ -57,11 +57,11 @@ namespace OpenSim.Framework
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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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// queues "fairly". queuecounts is the amount to pull from each queue in
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// queues "fairly". queuecounts is the amount to pull from each queue in
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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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// 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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@@ -105,7 +105,7 @@ namespace OpenSim.Framework
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int count = 0;
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for (int i = 0; i < m_heaps.Length; ++i)
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count += m_heaps[i].Count;
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return count;
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}
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}
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@@ -170,26 +170,26 @@ namespace OpenSim.Framework
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return true;
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}
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}
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// To get the fair queing, we cycle through each of the
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// queues when finding an element to dequeue.
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// queues when finding an element to dequeue.
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// We pull (NumberOfQueues - QueueIndex) items from each queue in order
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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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// of the bandwidth.
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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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{
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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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// Find the next non-immediate queue with updates in it
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for (uint i = NumberOfImmediateQueues; i < NumberOfQueues; ++i)
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{
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@@ -198,7 +198,7 @@ namespace OpenSim.Framework
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m_nextQueue = NumberOfImmediateQueues;
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m_countFromQueue = m_queueCounts[m_nextQueue];
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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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@@ -218,7 +218,7 @@ namespace OpenSim.Framework
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/// <summary>
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/// Reapply the prioritization function to each of the updates currently
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/// stored in the priority queues.
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/// stored in the priority queues.
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/// </summary
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public void Reprioritize(UpdatePriorityHandler handler)
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{
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