123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323 |
- /*
- * 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.Reflection;
- using OpenSim.Framework;
- using OpenSim.Framework.Client;
- using log4net;
- namespace OpenSim.Framework
- {
- public class PriorityQueue
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
- /// <summary>
- /// Total number of queues (priorities) available
- /// </summary>
- public const uint NumberOfQueues = 12;
- /// <summary>
- /// Number of queuest (priorities) that are processed immediately
- /// </summary.
- public const uint NumberOfImmediateQueues = 2;
- private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
- private Dictionary<uint, LookupItem> 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 uint m_nextQueue = 0;
- private uint m_countFromQueue = 0;
- private uint[] m_queueCounts = { 8, 4, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1 };
- // 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 UInt64 m_nextRequest = 0;
- /// <summary>
- /// Lock for enqueue and dequeue operations on the priority queue
- /// </summary>
- private object m_syncRoot = new object();
- public object SyncRoot {
- get { return this.m_syncRoot; }
- }
- #region constructor
- public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
- public PriorityQueue(int capacity)
- {
- m_lookupTable = new Dictionary<uint, LookupItem>(capacity);
- for (int i = 0; i < m_heaps.Length; ++i)
- m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
- m_nextQueue = NumberOfImmediateQueues;
- m_countFromQueue = m_queueCounts[m_nextQueue];
- }
- #endregion Constructor
- #region PublicMethods
- /// <summary>
- /// Return the number of items in the queues
- /// </summary>
- public int Count
- {
- get
- {
- int count = 0;
- for (int i = 0; i < m_heaps.Length; ++i)
- count += m_heaps[i].Count;
-
- return count;
- }
- }
- /// <summary>
- /// Enqueue an item into the specified priority queue
- /// </summary>
- public bool Enqueue(uint pqueue, IEntityUpdate value)
- {
- LookupItem lookup;
- uint localid = value.Entity.LocalId;
- UInt64 entry = m_nextRequest++;
- if (m_lookupTable.TryGetValue(localid, out lookup))
- {
- entry = lookup.Heap[lookup.Handle].EntryOrder;
- value.Update(lookup.Heap[lookup.Handle].Value);
- lookup.Heap.Remove(lookup.Handle);
- }
- 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;
- }
- /// <summary>
- /// 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
- /// </summary>
- public bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue)
- {
- // If there is anything in priority queue 0, 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)
- {
- MinHeapItem item = m_heaps[iq].RemoveMin();
- m_lookupTable.Remove(item.Value.Entity.LocalId);
- timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
- value = item.Value;
- return true;
- }
- }
-
- // 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.
-
- // Check for more items to be pulled from the current queue
- if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0)
- {
- m_countFromQueue--;
-
- MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
- m_lookupTable.Remove(item.Value.Entity.LocalId);
- timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
- value = item.Value;
-
- return true;
- }
-
- // Find the next non-immediate queue with updates in it
- for (int i = 0; i < NumberOfQueues; ++i)
- {
- m_nextQueue = (uint)((m_nextQueue + 1) % NumberOfQueues);
- m_countFromQueue = m_queueCounts[m_nextQueue];
- // if this is one of the immediate queues, just skip it
- if (m_nextQueue < NumberOfImmediateQueues)
- continue;
-
- if (m_heaps[m_nextQueue].Count > 0)
- {
- m_countFromQueue--;
- MinHeapItem item = m_heaps[m_nextQueue].RemoveMin();
- m_lookupTable.Remove(item.Value.Entity.LocalId);
- timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
- value = item.Value;
- return true;
- }
- }
- timeinqueue = 0;
- value = default(IEntityUpdate);
- return false;
- }
- /// <summary>
- /// Reapply the prioritization function to each of the updates currently
- /// stored in the priority queues.
- /// </summary
- public void Reprioritize(UpdatePriorityHandler handler)
- {
- MinHeapItem item;
- foreach (LookupItem lookup in new List<LookupItem>(this.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
- // the entry
- pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
- if (pqueue != item.PriorityQueue)
- {
- lookup.Heap.Remove(lookup.Handle);
- LookupItem litem = lookup;
- litem.Heap = m_heaps[pqueue];
- litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
- m_lookupTable[localid] = litem;
- }
- }
- else
- {
- // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
- lookup.Heap.Remove(lookup.Handle);
- this.m_lookupTable.Remove(localid);
- }
- }
- }
- }
- /// <summary>
- /// </summary>
- 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
- #region MinHeapItem
- private struct MinHeapItem : IComparable<MinHeapItem>
- {
- private IEntityUpdate value;
- internal IEntityUpdate Value {
- get {
- return this.value;
- }
- }
- private uint pqueue;
- internal uint PriorityQueue {
- get {
- return this.pqueue;
- }
- }
- private Int32 entrytime;
- internal Int32 EntryTime {
- get {
- return this.entrytime;
- }
- }
- private UInt64 entryorder;
- internal UInt64 EntryOrder
- {
- get {
- return this.entryorder;
- }
- }
- internal MinHeapItem(uint pqueue, MinHeapItem other)
- {
- this.entrytime = other.entrytime;
- this.entryorder = other.entryorder;
- this.value = other.value;
- this.pqueue = pqueue;
- }
- internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value)
- {
- this.entrytime = Util.EnvironmentTickCount();
- this.entryorder = entryorder;
- this.value = value;
- this.pqueue = pqueue;
- }
- public override string ToString()
- {
- return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
- }
- public int CompareTo(MinHeapItem other)
- {
- // I'm assuming that the root part of an SOG is added to the update queue
- // before the component parts
- return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
- }
- }
- #endregion
- #region LookupItem
- private struct LookupItem
- {
- internal MinHeap<MinHeapItem> Heap;
- internal IHandle Handle;
- }
- #endregion
- }
- }
|