reverted priorityQueue changes
parent
68981d01f0
commit
dc90c53596
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@ -139,12 +139,7 @@ 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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@ -156,7 +151,7 @@ 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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@ -198,7 +193,7 @@ 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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