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author | UbitUmarov | 2017-07-10 22:01:38 +0100 |
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committer | UbitUmarov | 2017-07-10 22:01:38 +0100 |
commit | 40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1 (patch) | |
tree | 1c9c9073397754a671fb2a4547394177b756b6db /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |
parent | a few more changes on entities updates (diff) | |
download | opensim-SC-40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1.zip opensim-SC-40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1.tar.gz opensim-SC-40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1.tar.bz2 opensim-SC-40b16f1705bd6361d7fd0cd2bc458ae9ea381bf1.tar.xz |
SimpleAngularDistance update prioritization scheme ameks no sense without ordered dequeue of the updates
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 30 |
1 files changed, 26 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 954f21f..861b79e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -4137,6 +4137,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
4137 | Vector3 mypos = Vector3.Zero; | 4137 | Vector3 mypos = Vector3.Zero; |
4138 | ScenePresence mysp = (ScenePresence)SceneAgent; | 4138 | ScenePresence mysp = (ScenePresence)SceneAgent; |
4139 | 4139 | ||
4140 | bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance; | ||
4140 | // we should have a presence | 4141 | // we should have a presence |
4141 | if(mysp == null) | 4142 | if(mysp == null) |
4142 | return; | 4143 | return; |
@@ -4151,8 +4152,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
4151 | while (maxUpdatesBytes > 0) | 4152 | while (maxUpdatesBytes > 0) |
4152 | { | 4153 | { |
4153 | lock (m_entityUpdates.SyncRoot) | 4154 | lock (m_entityUpdates.SyncRoot) |
4154 | if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) | 4155 | { |
4155 | break; | 4156 | if(orderedDequeue) |
4157 | { | ||
4158 | if (!m_entityUpdates.TryOrderedDequeue(out update, out timeinqueue)) | ||
4159 | break; | ||
4160 | } | ||
4161 | else | ||
4162 | { | ||
4163 | if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) | ||
4164 | break; | ||
4165 | } | ||
4166 | } | ||
4156 | 4167 | ||
4157 | PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; | 4168 | PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; |
4158 | 4169 | ||
@@ -4850,6 +4861,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
4850 | // OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates = | 4861 | // OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates = |
4851 | // new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>(); | 4862 | // new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>(); |
4852 | 4863 | ||
4864 | bool orderedDequeue = m_scene.UpdatePrioritizationScheme == UpdatePrioritizationSchemes.SimpleAngularDistance; | ||
4853 | 4865 | ||
4854 | EntityUpdate iupdate; | 4866 | EntityUpdate iupdate; |
4855 | Int32 timeinqueue; // this is just debugging code & can be dropped later | 4867 | Int32 timeinqueue; // this is just debugging code & can be dropped later |
@@ -4857,8 +4869,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
4857 | while (maxUpdateBytes > 0) | 4869 | while (maxUpdateBytes > 0) |
4858 | { | 4870 | { |
4859 | lock (m_entityProps.SyncRoot) | 4871 | lock (m_entityProps.SyncRoot) |
4860 | if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) | 4872 | { |
4861 | break; | 4873 | if(orderedDequeue) |
4874 | { | ||
4875 | if (!m_entityProps.TryOrderedDequeue(out iupdate, out timeinqueue)) | ||
4876 | break; | ||
4877 | } | ||
4878 | else | ||
4879 | { | ||
4880 | if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) | ||
4881 | break; | ||
4882 | } | ||
4883 | } | ||
4862 | 4884 | ||
4863 | ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; | 4885 | ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; |
4864 | if (update.SendFamilyProps) | 4886 | if (update.SendFamilyProps) |