Stop messing order of updates, destroing the defined order of the selected priority (by distance being the one that makes sense(?). So called fairness serves no usefull purpose. If a region is lagged or user has bad comms, and far objects updates don't arrive, at least nearby thinks do have a chance to keep ticking. Just test on a big region and observe rez order on arrival. lower viewer bandwith helps seeing the diference. No use to put in core since cmic loves the priority scrambling code i comented out.
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4f593fa8c3
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68981d01f0
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@ -139,7 +139,12 @@ namespace OpenSim.Framework
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{
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{
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// If there is anything in priority queue 0, return it first no
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// If there is anything in priority queue 0, return it first no
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// matter what else. Breaks fairness. But very useful.
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// matter what else. Breaks fairness. But very useful.
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for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
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// for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
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// keep original order
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for (int iq = 0; iq < NumberOfQueues; iq++)
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{
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{
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if (m_heaps[iq].Count > 0)
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if (m_heaps[iq].Count > 0)
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{
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{
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@ -151,7 +156,7 @@ namespace OpenSim.Framework
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return true;
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return true;
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}
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}
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}
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}
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/*
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// To get the fair queing, we cycle through each of the
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// To get the fair queing, we cycle through each of the
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// queues when finding an element to dequeue.
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// queues when finding an element to dequeue.
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// We pull (NumberOfQueues - QueueIndex) items from each queue in order
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// We pull (NumberOfQueues - QueueIndex) items from each queue in order
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@ -193,7 +198,7 @@ namespace OpenSim.Framework
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return true;
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return true;
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}
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}
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}
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}
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*/
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timeinqueue = 0;
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timeinqueue = 0;
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value = default(IEntityUpdate);
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value = default(IEntityUpdate);
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return false;
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return false;
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