Item.Owner->Status = Item::StatIdle;
// Queue it into the named queue
- I->Enqueue(Item);
- ToFetch++;
-
+ if(I->Enqueue(Item))
+ ToFetch++;
+
// Some trace stuff
if (Debug == true)
{
// Queue::Enqueue - Queue an item to the queue /*{{{*/
// ---------------------------------------------------------------------
/* */
-void pkgAcquire::Queue::Enqueue(ItemDesc &Item)
+bool pkgAcquire::Queue::Enqueue(ItemDesc &Item)
{
QItem **I = &Items;
- for (; *I != 0; I = &(*I)->Next);
-
+ // move to the end of the queue and check for duplicates here
+ for (; *I != 0; I = &(*I)->Next)
+ if (Item.URI == (*I)->URI)
+ {
+ Item.Owner->Status = Item::StatDone;
+ return false;
+ }
+
// Create a new item
QItem *Itm = new QItem;
*Itm = Item;
Item.Owner->QueueCounter++;
if (Items->Next == 0)
Cycle();
+ return true;
}
/*}}}*/
// Queue::Dequeue - Remove an item from the queue /*{{{*/
added other source retry to have cycle maintain a pipeline depth
on its own. */
if (Cnf->Pipeline == true)
- MaxPipeDepth = 10;
+ MaxPipeDepth = 1000;
else
MaxPipeDepth = 1;
}