Split the priority queue class into a seperate file. LLClientView

is big enough.
bulletsim
Mic Bowman 2011-04-06 09:26:38 -07:00
parent 83dc2470f2
commit 19c6d1d569
2 changed files with 245 additions and 205 deletions

View File

@ -11805,209 +11805,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(pack, ThrottleOutPacketType.Task); OutPacket(pack, ThrottleOutPacketType.Task);
} }
#region PriorityQueue
public class PriorityQueue
{
internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
// Heap[0] for self updates
// Heap[1..12] for entity updates
internal const uint m_numberOfQueues = 12;
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
private object m_syncRoot = new object();
private uint m_nextQueue = 0;
private UInt64 m_nextRequest = 0;
internal PriorityQueue() :
this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
internal 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);
}
public object SyncRoot { get { return this.m_syncRoot; } }
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
count += m_heaps[i].Count;
return count;
}
}
public bool Enqueue(uint pqueue, EntityUpdate 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.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
lookup.Heap.Remove(lookup.Handle);
}
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
}
internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
for (int i = 0; i < m_numberOfQueues; ++i)
{
// To get the fair queing, we cycle through each of the
// queues when finding an element to dequeue, this code
// assumes that the distribution of updates in the queues
// is polynomial, probably quadractic (eg distance of PI * R^2)
uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
if (m_heaps[h].Count > 0)
{
m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
MinHeapItem item = m_heaps[h].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
}
timeinqueue = 0;
value = default(EntityUpdate);
return false;
}
internal 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, m_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("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
this.m_lookupTable.Remove(localid);
}
}
}
}
public override string ToString()
{
string s = "";
for (int i = 0; i < m_numberOfQueues; i++)
{
if (s != "") s += ",";
s += m_heaps[i].Count.ToString();
}
return s;
}
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate 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, EntityUpdate 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
}
public struct PacketProcessor public struct PacketProcessor
{ {
public PacketMethod method; public PacketMethod method;
@ -12028,8 +11825,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
#endregion
public static OSD BuildEvent(string eventName, OSD eventBody) public static OSD BuildEvent(string eventName, OSD eventBody)
{ {
OSDMap osdEvent = new OSDMap(2); OSDMap osdEvent = new OSDMap(2);

View File

@ -0,0 +1,245 @@
/*
* 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.Region.ClientStack.LindenUDP
{
public class PriorityQueue
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity);
// Heap[0] for self updates
// Heap[1..12] for entity updates
internal const uint m_numberOfQueues = 12;
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[m_numberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
private uint m_nextQueue = 0;
private UInt64 m_nextRequest = 0;
private object m_syncRoot = new object();
public object SyncRoot {
get { return this.m_syncRoot; }
}
internal PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
internal 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);
}
internal int Count
{
get
{
int count = 0;
for (int i = 0; i < m_heaps.Length; ++i)
count += m_heaps[i].Count;
return count;
}
}
public bool Enqueue(uint pqueue, EntityUpdate 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.Flags |= lookup.Heap[lookup.Handle].Value.Flags;
lookup.Heap.Remove(lookup.Handle);
}
pqueue = Util.Clamp<uint>(pqueue, 0, m_numberOfQueues - 1);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
}
internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
{
for (int i = 0; i < m_numberOfQueues; ++i)
{
// To get the fair queing, we cycle through each of the
// queues when finding an element to dequeue, this code
// assumes that the distribution of updates in the queues
// is polynomial, probably quadractic (eg distance of PI * R^2)
uint h = (uint)((m_nextQueue + i) % m_numberOfQueues);
if (m_heaps[h].Count > 0)
{
m_nextQueue = (uint)((h + 1) % m_numberOfQueues);
MinHeapItem item = m_heaps[h].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
value = item.Value;
return true;
}
}
timeinqueue = 0;
value = default(EntityUpdate);
return false;
}
internal 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, m_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);
}
}
}
}
public override string ToString()
{
string s = "";
for (int i = 0; i < m_numberOfQueues; i++)
{
if (s != "") s += ",";
s += m_heaps[i].Count.ToString();
}
return s;
}
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate 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, EntityUpdate 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
}
}