From 8652f277df5b5de1a61bfccf5386eb23913369e9 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 21 Mar 2012 22:45:34 +0100 Subject: [PATCH] Revert "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." This reverts commit 68981d01f024f8a46949127e1cc23c81282f5220. --- OpenSim/Framework/PriorityQueue.cs | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index fe2a35166c..e7a7f7f13c 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs @@ -139,12 +139,7 @@ namespace OpenSim.Framework { // 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++) - - - // keep original order - - for (int iq = 0; iq < NumberOfQueues; iq++) + for (int iq = 0; iq < NumberOfImmediateQueues; iq++) { if (m_heaps[iq].Count > 0) { @@ -156,7 +151,7 @@ namespace OpenSim.Framework 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 @@ -198,7 +193,7 @@ namespace OpenSim.Framework return true; } } -*/ + timeinqueue = 0; value = default(IEntityUpdate); return false;