a few changes on priority queues and their heap

This commit is contained in:
UbitUmarov
2019-01-25 20:46:03 +00:00
parent 27f5248d9f
commit e3d0ec6f40
2 changed files with 45 additions and 52 deletions

View File

@@ -46,14 +46,14 @@ namespace OpenSim.Framework
/// Total number of queues (priorities) available
/// </summary>
public const uint NumberOfQueues = 12; // includes immediate queues, m_queueCounts need to be set acording
public const uint NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
/// <summary>
/// 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};
private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 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];
@@ -85,7 +85,7 @@ namespace OpenSim.Framework
public PriorityQueue(int capacity)
{
m_capacity = capacity;
m_capacity = 16;
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
@@ -137,14 +137,24 @@ namespace OpenSim.Framework
{
lookupH = lookup.Handle;
entry = lookup.Heap[lookupH].EntryOrder;
EntityUpdate up = lookup.Heap[lookupH].Value;
value.Update(lookup.Heap[lookupH].Value);
lookup.Heap.Remove(lookupH);
if((up.Flags & PrimUpdateFlags.CancelKill) != 0)
entry = m_nextRequest++;
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
}
else
{
entry = m_nextRequest++;
++m_added;
}
value.Update();
entry = m_nextRequest++;
++m_added;
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
lookup.Heap = m_heaps[pqueue];
@@ -178,7 +188,7 @@ namespace OpenSim.Framework
/// oldest item from the next queue in order to provide fair access to
/// all of the queues
/// </summary>
public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
public bool TryDequeue(out EntityUpdate value)
{
// If there is anything in immediate queues, return it first no
// matter what else. Breaks fairness. But very useful.
@@ -189,7 +199,6 @@ namespace OpenSim.Framework
{
MinHeapItem item = m_heaps[iq].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
@@ -210,9 +219,7 @@ namespace OpenSim.Framework
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
@@ -232,12 +239,10 @@ namespace OpenSim.Framework
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)
{
@@ -247,23 +252,20 @@ namespace OpenSim.Framework
return false;
}
public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
public bool TryOrderedDequeue(out EntityUpdate value)
{
MinHeap<MinHeapItem> curheap;
for (int iq = 0; iq < NumberOfQueues; ++iq)
{
curheap = m_heaps[iq];
MinHeap<MinHeapItem> curheap = m_heaps[iq];
if (curheap.Count > 0)
{
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)
{
@@ -280,13 +282,11 @@ namespace OpenSim.Framework
public void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
uint pqueue = 0;
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
{
uint pqueue = item.PriorityQueue;
uint localid = item.Value.Entity.LocalId;
if (handler(ref pqueue, item.Value.Entity))
{
// unless the priority queue has changed, there is no need to modify
@@ -299,14 +299,14 @@ namespace OpenSim.Framework
LookupItem litem = lookup;
litem.Heap = m_heaps[pqueue];
litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
m_lookupTable[localid] = litem;
m_lookupTable[item.Value.Entity.LocalId] = litem;
}
}
else
{
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
m_lookupTable.Remove(localid);
m_lookupTable.Remove(item.Value.Entity.LocalId);
}
}
}
@@ -318,7 +318,7 @@ namespace OpenSim.Framework
{
string s = "";
for (int i = 0; i < NumberOfQueues; i++)
s += String.Format("{0,7} ",m_heaps[i].Count);
s += String.Format("{0,7} ", m_heaps[i].Count);
return s;
}
@@ -345,15 +345,6 @@ namespace OpenSim.Framework
}
}
private Int32 entrytime;
internal Int32 EntryTime
{
get
{
return entrytime;
}
}
private UInt64 entryorder;
internal UInt64 EntryOrder
{
@@ -365,7 +356,6 @@ namespace OpenSim.Framework
internal MinHeapItem(uint _pqueue, MinHeapItem other)
{
entrytime = other.entrytime;
entryorder = other.entryorder;
value = other.value;
pqueue = _pqueue;
@@ -373,7 +363,6 @@ namespace OpenSim.Framework
internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
{
entrytime = Util.EnvironmentTickCount();
entryorder = _entryorder;
value = _value;
pqueue = _pqueue;