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using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Threading;
using System.Runtime.InteropServices;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
{
public class PriorityQueue
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate bool UpdatePriorityHandler(ref int priority, ISceneEntity entity);
///
/// Total number of queues (priorities) available
///
public const int NumberOfQueues = 13; // includes immediate queues, m_queueCounts need to be set acording
///
/// Number of queuest (priorities) that are processed immediately
/// m_lookupTable;
// internal state used to ensure the deqeues are spread across the priority
// queues "fairly". queuecounts is the amount to pull from each queue in
// each pass. weighted towards the higher priority queues
private int m_nextQueue = 0;
private int m_countFromQueue = 0;
// next request is a counter of the number of updates queued, it provides
// a total ordering on the updates coming through the queue and is more
// lightweight (and more discriminating) than tick count
private ulong m_nextRequest = 0;
///
/// Lock for enqueue and dequeue operations on the priority queue
///
private object m_syncRoot = new object();
public object SyncRoot {
get { return m_syncRoot; }
}
#region constructor
public PriorityQueue(int capacity)
{
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new PriorityMinHeap(capacity);
m_lookupTable = new ConcurrentDictionary();
m_nextQueue = NumberOfImmediateQueues;
m_countFromQueue = m_queueCounts[m_nextQueue];
}
#endregion Constructor
#region PublicMethods
public void Close()
{
for (int i = 0; i < m_heaps.Length; ++i)
{
m_heaps[i].Clear();
m_heaps[i] = null;
}
m_heaps = null;
m_lookupTable.Clear();
m_lookupTable = null;
}
///
/// Return the number of items in the queues
///
public int Count
{
get
{
return m_lookupTable.Count;
}
}
///
/// Enqueue an item into the specified priority queue
///
public bool Enqueue(int pqueue, EntityUpdate value)
{
ulong entry;
EntityUpdate existentup;
uint localid = value.Entity.LocalId;
if (m_lookupTable.TryGetValue(localid, out existentup))
{
int eqqueue = existentup.PriorityQueue;
existentup.UpdateFromNew(value, pqueue);
value.Free();
if (pqueue != eqqueue)
{
m_heaps[eqqueue].RemoveAt(existentup.PriorityQueueIndex);
m_heaps[pqueue].Add(existentup);
}
return true;
}
entry = m_nextRequest++;
value.Update(pqueue, entry);
m_heaps[pqueue].Add(value);
m_lookupTable[localid] = value;
return true;
}
public void Remove(List ids)
{
EntityUpdate lookup;
foreach (uint localid in ids)
{
if (m_lookupTable.TryRemove(localid, out lookup))
{
m_heaps[lookup.PriorityQueue].RemoveAt(lookup.PriorityQueueIndex);
lookup.Free();
}
}
}
///
/// Remove an item from one of the queues. Specifically, it removes the
/// oldest item from the next queue in order to provide fair access to
/// all of the queues
///
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.
for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
{
if (m_heaps[iq].Count > 0)
{
value = m_heaps[iq].RemoveNext();
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
}
}
// To get the fair queing, we cycle through each of the
// queues when finding an element to dequeue.
// We pull (NumberOfQueues - QueueIndex) items from each queue in order
// to give lower numbered queues a higher priority and higher percentage
// of the bandwidth.
PriorityMinHeap curheap = m_heaps[m_nextQueue];
// Check for more items to be pulled from the current queue
if (m_countFromQueue > 0 && curheap.Count > 0)
{
--m_countFromQueue;
value = curheap.RemoveNext();
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
}
// Find the next non-immediate queue with updates in it
for (int i = NumberOfImmediateQueues; i < NumberOfQueues; ++i)
{
m_nextQueue++;
if(m_nextQueue >= NumberOfQueues)
m_nextQueue = NumberOfImmediateQueues;
curheap = m_heaps[m_nextQueue];
if (curheap.Count == 0)
continue;
m_countFromQueue = m_queueCounts[m_nextQueue];
--m_countFromQueue;
value = curheap.RemoveNext();
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
}
value = null;
return false;
}
public bool TryOrderedDequeue(out EntityUpdate value)
{
for (int iq = 0; iq < NumberOfQueues; ++iq)
{
PriorityMinHeap curheap = m_heaps[iq];
if (curheap.Count > 0)
{
value = curheap.RemoveNext();
return m_lookupTable.TryRemove(value.Entity.LocalId, out value);
}
}
value = null;
return false;
}
///
/// Reapply the prioritization function to each of the updates currently
/// stored in the priority queues.
///
///
public override string ToString()
{
string s = "";
for (int i = 0; i < NumberOfQueues; i++)
s += String.Format("{0,7} ", m_heaps[i].Count);
return s;
}
#endregion PublicMethods
}
public class PriorityMinHeap
{
public const int MIN_CAPACITY = 16;
private EntityUpdate[] m_items;
private int m_size;
private int minCapacity;
public PriorityMinHeap(int _capacity)
{
minCapacity = MIN_CAPACITY;
m_items = new EntityUpdate[_capacity];
m_size = 0;
}
public int Count { get { return m_size; } }
private bool BubbleUp(int index)
{
EntityUpdate tmp;
EntityUpdate item = m_items[index];
ulong itemEntryOrder = item.EntryOrder;
int current, parent;
for (current = index, parent = (current - 1) / 2;
(current > 0) && m_items[parent].EntryOrder > itemEntryOrder;
current = parent, parent = (current - 1) / 2)
{
tmp = m_items[parent];
tmp.PriorityQueueIndex = current;
m_items[current] = tmp;
}
if (current != index)
{
item.PriorityQueueIndex = current;
m_items[current] = item;
return true;
}
return false;
}
private void BubbleDown(int index)
{
if(m_size < 2)
return;
EntityUpdate childItem;
EntityUpdate childItemR;
EntityUpdate item = m_items[index];
ulong itemEntryOrder = item.EntryOrder;
int current;
int child;
int childlimit = m_size - 1;
for (current = index, child = (2 * current) + 1;
current < m_size / 2;
current = child, child = (2 * current) + 1)
{
childItem = m_items[child];
if (child < childlimit)
{
childItemR = m_items[child + 1];
if(childItem.EntryOrder > childItemR.EntryOrder)
{
childItem = childItemR;
++child;
}
}
if (childItem.EntryOrder >= itemEntryOrder)
break;
childItem.PriorityQueueIndex = current;
m_items[current] = childItem;
}
if (current != index)
{
item.PriorityQueueIndex = current;
m_items[current] = item;
}
}
public void Add(EntityUpdate value)
{
if (m_size == m_items.Length)
{
int newcapacity = (int)((m_items.Length * 200L) / 100L);
if (newcapacity < (m_items.Length + MIN_CAPACITY))
newcapacity = m_items.Length + MIN_CAPACITY;
Array.Resize(ref m_items, newcapacity);
}
value.PriorityQueueIndex = m_size;
m_items[m_size] = value;
BubbleUp(m_size);
++m_size;
}
public void Clear()
{
for (int index = 0; index < m_size; ++index)
m_items[index].Free();
m_size = 0;
}
public void RemoveAt(int index)
{
if (m_size == 0)
throw new InvalidOperationException("Heap is empty");
if (index >= m_size)
throw new ArgumentOutOfRangeException("index");
--m_size;
if (m_size > 0)
{
if (index != m_size)
{
EntityUpdate tmp = m_items[m_size];
tmp.PriorityQueueIndex = index;
m_items[index] = tmp;
m_items[m_size] = null;
if (!BubbleUp(index))
BubbleDown(index);
}
}
else if (m_items.Length > 4 * minCapacity)
m_items = new EntityUpdate[minCapacity];
}
public EntityUpdate RemoveNext()
{
if (m_size == 0)
throw new InvalidOperationException("Heap is empty");
EntityUpdate item = m_items[0];
--m_size;
if (m_size > 0)
{
EntityUpdate tmp = m_items[m_size];
tmp.PriorityQueueIndex = 0;
m_items[0] = tmp;
m_items[m_size] = null;
BubbleDown(0);
}
else if (m_items.Length > 4 * minCapacity)
m_items = new EntityUpdate[minCapacity];
return item;
}
public bool Remove(EntityUpdate value)
{
int index = value.PriorityQueueIndex;
if (index != -1)
{
RemoveAt(index);
return true;
}
return false;
}
}
}