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@@ -26,15 +26,10 @@
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*/
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using System;
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-using System.Collections;
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using System.Collections.Generic;
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-using System.Reflection;
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-
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using OpenSim.Framework;
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-using OpenSim.Framework.Client;
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-using log4net;
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-namespace OpenSim.Framework
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+namespace OpenSim.Region.Framework.Scenes
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{
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public class PriorityQueue
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{
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@@ -56,7 +51,7 @@ namespace OpenSim.Framework
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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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+ private MinHeap<EntityUpdate>[] m_heaps = new MinHeap<EntityUpdate>[NumberOfQueues];
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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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@@ -70,7 +65,7 @@ namespace OpenSim.Framework
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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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// lightweight (and more discriminating) than tick count
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- private UInt64 m_nextRequest = 0;
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+ private ulong m_nextRequest = 0;
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/// <summary>
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/// Lock for enqueue and dequeue operations on the priority queue
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@@ -81,7 +76,7 @@ namespace OpenSim.Framework
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}
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#region constructor
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- public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
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+ public PriorityQueue() : this(MinHeap<EntityUpdate>.DEFAULT_CAPACITY) { }
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public PriorityQueue(int capacity)
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{
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@@ -89,7 +84,7 @@ namespace OpenSim.Framework
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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_heaps[i] = new MinHeap<EntityUpdate>(capacity);
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m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
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m_nextQueue = NumberOfImmediateQueues;
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@@ -130,35 +125,35 @@ namespace OpenSim.Framework
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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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+ ulong entry;
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uint localid = value.Entity.LocalId;
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if (m_lookupTable.TryGetValue(localid, out lookup))
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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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+ EntityUpdate up = lookup.Heap[lookupH];
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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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+ value.Update(up, pqueue, entry);
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+
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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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+ lookup.Heap.Add(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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- value.Update();
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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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+ value.Update(pqueue, entry);
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+
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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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+ lookup.Heap.Add(value, ref lookup.Handle);
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m_lookupTable[localid] = lookup;
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return true;
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@@ -197,10 +192,8 @@ namespace OpenSim.Framework
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{
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if (m_heaps[iq].Count > 0)
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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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- value = item.Value;
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-
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+ value = m_heaps[iq].RemoveMin();
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+ m_lookupTable.Remove(value.Entity.LocalId);
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return true;
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}
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}
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@@ -211,15 +204,14 @@ 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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+ MinHeap<EntityUpdate> 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_countFromQueue > 0 && curheap.Count > 0)
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{
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--m_countFromQueue;
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- MinHeapItem item = curheap.RemoveMin();
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- m_lookupTable.Remove(item.Value.Entity.LocalId);
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- value = item.Value;
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+ value = curheap.RemoveMin();
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+ m_lookupTable.Remove(value.Entity.LocalId);
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return true;
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}
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@@ -237,9 +229,8 @@ namespace OpenSim.Framework
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m_countFromQueue = m_queueCounts[m_nextQueue];
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--m_countFromQueue;
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- MinHeapItem item = curheap.RemoveMin();
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- m_lookupTable.Remove(item.Value.Entity.LocalId);
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- value = item.Value;
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+ value = curheap.RemoveMin();
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+ m_lookupTable.Remove(value.Entity.LocalId);
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return true;
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}
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@@ -256,12 +247,11 @@ namespace OpenSim.Framework
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{
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for (int iq = 0; iq < NumberOfQueues; ++iq)
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{
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- MinHeap<MinHeapItem> curheap = m_heaps[iq];
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+ MinHeap<EntityUpdate> 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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- value = item.Value;
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+ value = curheap.RemoveMin();
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+ m_lookupTable.Remove(value.Entity.LocalId);
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return true;
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}
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}
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@@ -281,32 +271,33 @@ namespace OpenSim.Framework
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/// </summary
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public void Reprioritize(UpdatePriorityHandler handler)
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{
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- MinHeapItem item;
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+ EntityUpdate currentEU;
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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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+ if (lookup.Heap.TryGetValue(lookup.Handle, out currentEU))
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{
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- if (handler(ref pqueue, item.Value.Entity))
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+ if (handler(ref pqueue, currentEU.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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// the entry
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pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
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- if (pqueue != item.PriorityQueue)
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+ if (pqueue != currentEU.PriorityQueue)
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{
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- lookup.Heap.Remove(lookup.Handle);
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+ currentEU.PriorityQueue = pqueue;
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+ lookup.Heap.Remove(lookup.Handle);
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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[item.Value.Entity.LocalId] = litem;
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+ litem.Heap.Add(currentEU, ref litem.Handle);
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+ m_lookupTable[currentEU.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(item.Value.Entity.LocalId);
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+ m_lookupTable.Remove(currentEU.Entity.LocalId);
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}
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}
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}
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@@ -324,68 +315,11 @@ namespace OpenSim.Framework
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#endregion PublicMethods
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-#region MinHeapItem
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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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- {
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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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-
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- private uint 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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-
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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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- {
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- return entryorder;
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- }
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- }
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-
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- internal MinHeapItem(uint _pqueue, MinHeapItem other)
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- {
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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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-
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- internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
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- {
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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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-
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- public override string ToString()
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- {
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- return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
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- }
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-
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- public int CompareTo(MinHeapItem other)
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- {
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- // I'm assuming that the root part of an SOG is added to the update queue
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- // before the component parts
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- return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
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- }
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- }
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-#endregion
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#region LookupItem
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private struct LookupItem
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{
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- internal MinHeap<MinHeapItem> Heap;
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+ internal MinHeap<EntityUpdate> Heap;
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internal IHandle Handle;
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}
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#endregion
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