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authorUbitUmarov2016-08-09 21:46:19 +0100
committerUbitUmarov2016-08-09 21:46:19 +0100
commit6f5f6431a45cad8e23c2251d661691d905fc08f7 (patch)
tree8d47a09e2fd5bbe0e3a05d286bbef29bda2b628b /OpenSim/Region/Framework/Scenes/Prioritizer.cs
parentadd a simple prim area estimator (diff)
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add a SimpleAngularDistance Updates prioritazition scheme. Results don't look that great so don't use it still.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Prioritizer.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs67
1 files changed, 66 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index c913ec2..5669c43 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -108,6 +108,9 @@ namespace OpenSim.Region.Framework.Scenes
108 priority = GetPriorityByFrontBack(client, entity); 108 priority = GetPriorityByFrontBack(client, entity);
109 break; 109 break;
110*/ 110*/
111 case UpdatePrioritizationSchemes.SimpleAngularDistance:
112 priority = GetPriorityByAngularDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
113 break;
111 case UpdatePrioritizationSchemes.BestAvatarResponsiveness: 114 case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
112 default: 115 default:
113 priority = GetPriorityByBestAvatarResponsiveness(client, entity); 116 priority = GetPriorityByBestAvatarResponsiveness(client, entity);
@@ -241,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
241*/ 244*/
242 if (distance > 10f) 245 if (distance > 10f)
243 { 246 {
244 float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f; 247 float tmp = (float)Math.Log((double)distance) * 1.442695f - 3.321928f;
245 // for a map identical to original: 248 // for a map identical to original:
246 // now 249 // now
247 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance) 250 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
@@ -269,5 +272,67 @@ namespace OpenSim.Region.Framework.Scenes
269 return pqueue; 272 return pqueue;
270 } 273 }
271 274
275 private uint GetPriorityByAngularDistance(IClientAPI client, ISceneEntity entity)
276 {
277 uint pqueue = 2; // keep compiler happy
278
279 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
280 if (presence == null)
281 return PriorityQueue.NumberOfQueues - 1;
282
283 // All avatars other than our own go into pqueue 1
284 if (entity is ScenePresence)
285 return 1;
286
287 if (entity is SceneObjectPart)
288 {
289 // Attachments are high priority,
290 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
291 return 2;
292
293 pqueue = ComputeAngleDistancePriority(presence, entity);
294
295 // Non physical prims are lower priority than physical prims
296 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
297 if (physActor == null || !physActor.IsPhysical)
298 pqueue++;
299 }
300
301 return pqueue;
302 }
303
304 private uint ComputeAngleDistancePriority(ScenePresence presence, ISceneEntity entity)
305 {
306 double distance;
307
308 Vector3 presencePos = presence.AbsolutePosition;
309
310 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
311 float bradius = group.GetBoundsRadius();
312 Vector3 grppos = group.AbsolutePosition + group.getBoundsCenter();
313 distance = Vector3.Distance(presencePos, grppos);
314 distance -= bradius;
315 distance *= group.getAreaFactor();
316
317 // And convert the distance to a priority queue, this computation gives queues
318 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
319 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
320 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
321
322 if (distance > 10f)
323 {
324 float tmp = (float)Math.Log(distance) * 1.442695f - 3.321928f;
325 // for a map identical to original:
326 // now
327 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
328 // 2st constant makes it be log2(distance/10)
329
330 pqueue += (uint)tmp;
331 if (pqueue > queues - 1)
332 pqueue = queues - 1;
333 }
334
335 return pqueue;
336 }
272 } 337 }
273} 338}