/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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; } } }