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authorUbitUmarov2018-11-07 20:32:39 +0000
committerUbitUmarov2018-11-07 20:32:39 +0000
commitad8ddb8a781ae0da6780f74b91ebcaf338174569 (patch)
tree1df4035f0577ba29120b3c48bc0ffa6b15dbec40 /OpenSim/Region/Framework/Scenes/Prioritizer.cs
parentchange region gettexture response if presence not found (diff)
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changes to objects updates prioritizing getting dust on my disk. Schemes reduced to SimpleAngularDistance and BestAvatarResponsiveness
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs84
1 files changed, 4 insertions, 80 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 53ca849..cc4df17 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -33,27 +33,12 @@ using OpenSim.Framework;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenSim.Region.PhysicsModules.SharedBase; 34using OpenSim.Region.PhysicsModules.SharedBase;
35 35
36/*
37 * Steps to add a new prioritization policy:
38 *
39 * - Add a new value to the UpdatePrioritizationSchemes enum.
40 * - Specify this new value in the [InterestManagement] section of your
41 * OpenSim.ini. The name in the config file must match the enum value name
42 * (although it is not case sensitive).
43 * - Write a new GetPriorityBy*() method in this class.
44 * - Add a new entry to the switch statement in GetUpdatePriority() that calls
45 * your method.
46 */
47
48namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
49{ 37{
50 public enum UpdatePrioritizationSchemes 38 public enum UpdatePrioritizationSchemes
51 { 39 {
52 Time = 0, 40 SimpleAngularDistance = 0,
53 Distance = 1, 41 BestAvatarResponsiveness = 1,
54 SimpleAngularDistance = 2,
55 FrontBack = 3,
56 BestAvatarResponsiveness = 4,
57 } 42 }
58 43
59 public class Prioritizer 44 public class Prioritizer
@@ -68,14 +53,7 @@ namespace OpenSim.Region.Framework.Scenes
68 } 53 }
69 54
70 /// <summary> 55 /// <summary>
71 /// Returns the priority queue into which the update should be placed. Updates within a 56 /// Returns the priority queue into which the update should be placed.
72 /// queue will be processed in arrival order. There are currently 12 priority queues
73 /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
74 /// for avatar updates. The fair queuing discipline for processing the priority queues
75 /// assumes that the number of entities in each priority queues increases exponentially.
76 /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
77 /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
78 /// of updates.
79 /// </summary> 57 /// </summary>
80 public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) 58 public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
81 { 59 {
@@ -94,22 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
94 72
95 switch (m_scene.UpdatePrioritizationScheme) 73 switch (m_scene.UpdatePrioritizationScheme)
96 { 74 {
97/*
98 case UpdatePrioritizationSchemes.Time:
99 priority = GetPriorityByTime(client, entity);
100 break;
101 case UpdatePrioritizationSchemes.Distance:
102 priority = GetPriorityByDistance(client, entity);
103 break;
104 case UpdatePrioritizationSchemes.SimpleAngularDistance:
105 priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
106 break;
107 case UpdatePrioritizationSchemes.FrontBack:
108 priority = GetPriorityByFrontBack(client, entity);
109 break;
110*/
111 case UpdatePrioritizationSchemes.SimpleAngularDistance: 75 case UpdatePrioritizationSchemes.SimpleAngularDistance:
112 priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance 76 priority = GetPriorityByAngularDistance(client, entity);
113 break; 77 break;
114 case UpdatePrioritizationSchemes.BestAvatarResponsiveness: 78 case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
115 default: 79 default:
@@ -120,45 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
120 return priority; 84 return priority;
121 } 85 }
122 86
123 private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
124 {
125 // And anything attached to this avatar gets top priority as well
126 if (entity is SceneObjectPart)
127 {
128 SceneObjectPart sop = (SceneObjectPart)entity;
129 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
130 return 1;
131 }
132
133 return PriorityQueue.NumberOfImmediateQueues; // first queue past the immediate queues
134 }
135
136 private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
137 {
138 // And anything attached to this avatar gets top priority as well
139 if (entity is SceneObjectPart)
140 {
141 SceneObjectPart sop = (SceneObjectPart)entity;
142 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
143 return 1;
144 }
145
146 return ComputeDistancePriority(client,entity,false);
147 }
148
149 private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
150 {
151 // And anything attached to this avatar gets top priority as well
152 if (entity is SceneObjectPart)
153 {
154 SceneObjectPart sop = (SceneObjectPart)entity;
155 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
156 return 1;
157 }
158
159 return ComputeDistancePriority(client,entity,true);
160 }
161
162 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 87 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
163 { 88 {
164 uint pqueue = 2; // keep compiler happy 89 uint pqueue = 2; // keep compiler happy
@@ -176,7 +101,6 @@ namespace OpenSim.Region.Framework.Scenes
176 // Attachments are high priority, 101 // Attachments are high priority,
177 if (sog.IsAttachment) 102 if (sog.IsAttachment)
178 return 2; 103 return 2;
179
180 104
181 if(presence.ParentPart != null) 105 if(presence.ParentPart != null)
182 { 106 {