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a few changes on priority queues and their heap
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@@ -46,14 +46,14 @@ namespace OpenSim.Framework
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/// Total number of queues (priorities) available
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/// </summary>
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public const uint NumberOfQueues = 12; // includes immediate queues, m_queueCounts need to be set acording
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public const uint NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
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/// <summary>
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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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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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@@ -85,7 +85,7 @@ namespace OpenSim.Framework
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public PriorityQueue(int capacity)
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{
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m_capacity = capacity;
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m_capacity = 16;
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capacity /= 4;
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for (int i = 0; i < m_heaps.Length; ++i)
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@@ -137,14 +137,24 @@ namespace OpenSim.Framework
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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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lookup.Heap.Remove(lookupH);
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if((up.Flags & PrimUpdateFlags.CancelKill) != 0)
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entry = m_nextRequest++;
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pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
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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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m_lookupTable[localid] = lookup;
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return true;
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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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value.Update();
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entry = m_nextRequest++;
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++m_added;
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pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
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lookup.Heap = m_heaps[pqueue];
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@@ -178,7 +188,7 @@ 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 EntityUpdate value, out Int32 timeinqueue)
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public bool TryDequeue(out EntityUpdate value)
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{
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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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@@ -189,7 +199,6 @@ namespace OpenSim.Framework
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{
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MinHeapItem item = m_heaps[iq].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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@@ -210,9 +219,7 @@ namespace OpenSim.Framework
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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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@@ -232,12 +239,10 @@ namespace OpenSim.Framework
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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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@@ -247,23 +252,20 @@ namespace OpenSim.Framework
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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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public bool TryOrderedDequeue(out EntityUpdate value)
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{
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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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curheap = m_heaps[iq];
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MinHeap<MinHeapItem> curheap = m_heaps[iq];
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if (curheap.Count > 0)
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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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}
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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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@@ -280,13 +282,11 @@ 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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uint pqueue = 0;
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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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uint pqueue = item.PriorityQueue;
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uint localid = item.Value.Entity.LocalId;
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if (handler(ref pqueue, item.Value.Entity))
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{
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// unless the priority queue has changed, there is no need to modify
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@@ -299,14 +299,14 @@ namespace OpenSim.Framework
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LookupItem litem = lookup;
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litem.Heap = m_heaps[pqueue];
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litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
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m_lookupTable[localid] = litem;
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m_lookupTable[item.Value.Entity.LocalId] = litem;
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}
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}
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else
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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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m_lookupTable.Remove(localid);
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m_lookupTable.Remove(item.Value.Entity.LocalId);
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}
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}
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}
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@@ -318,7 +318,7 @@ namespace OpenSim.Framework
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{
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string s = "";
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for (int i = 0; i < NumberOfQueues; i++)
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s += String.Format("{0,7} ",m_heaps[i].Count);
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s += String.Format("{0,7} ", m_heaps[i].Count);
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return s;
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}
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@@ -345,15 +345,6 @@ namespace OpenSim.Framework
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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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{
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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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@@ -365,7 +356,6 @@ namespace OpenSim.Framework
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internal MinHeapItem(uint _pqueue, MinHeapItem other)
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{
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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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@@ -373,7 +363,6 @@ namespace OpenSim.Framework
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internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
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{
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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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