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authorJohn Hurliman2010-05-21 13:55:36 -0700
committerJohn Hurliman2010-05-21 13:55:36 -0700
commit93ef65c69055157e0b7d51e544abe5a1035f40f0 (patch)
tree0afcfd50591e34f0a5d7efa474f300cf09083f69 /OpenSim/Region/Framework
parentminor: remove LongRunning test designator from TestAddSceneObject() since it ... (diff)
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* Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now * Improved the distance and front back policies to always give your avatar the highest priority
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs96
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs101
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs118
5 files changed, 173 insertions, 267 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs
index 1c76c54..4e25c46 100644
--- a/OpenSim/Region/Framework/Scenes/EntityBase.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs
@@ -28,11 +28,12 @@
28using System; 28using System;
29using System.Runtime.Serialization; 29using System.Runtime.Serialization;
30using System.Security.Permissions; 30using System.Security.Permissions;
31using OpenSim.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
32 33
33namespace OpenSim.Region.Framework.Scenes 34namespace OpenSim.Region.Framework.Scenes
34{ 35{
35 public abstract class EntityBase 36 public abstract class EntityBase : ISceneEntity
36 { 37 {
37 /// <summary> 38 /// <summary>
38 /// The scene to which this entity belongs 39 /// The scene to which this entity belongs
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
new file mode 100644
index 0000000..af25014
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -0,0 +1,122 @@
1using System;
2using System.Collections.Generic;
3using log4net;
4using Nini.Config;
5using OpenSim.Framework;
6using OpenMetaverse;
7
8namespace OpenSim.Region.Framework.Scenes
9{
10 public enum UpdatePrioritizationSchemes
11 {
12 Time = 0,
13 Distance = 1,
14 SimpleAngularDistance = 2,
15 FrontBack = 3,
16 }
17
18 public class Prioritizer
19 {
20 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
21
22 private Scene m_scene;
23
24 public Prioritizer(Scene scene)
25 {
26 m_scene = scene;
27 }
28
29 public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
30 {
31 switch (m_scene.UpdatePrioritizationScheme)
32 {
33 case UpdatePrioritizationSchemes.Time:
34 return GetPriorityByTime();
35 case UpdatePrioritizationSchemes.Distance:
36 return GetPriorityByDistance(client, entity);
37 case UpdatePrioritizationSchemes.SimpleAngularDistance:
38 return GetPriorityByDistance(client, entity);
39 case UpdatePrioritizationSchemes.FrontBack:
40 return GetPriorityByFrontBack(client, entity);
41 default:
42 throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
43 }
44 }
45
46 private double GetPriorityByTime()
47 {
48 return DateTime.UtcNow.ToOADate();
49 }
50
51 private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
52 {
53 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
54 if (presence != null)
55 {
56 // If this is an update for our own avatar give it the highest priority
57 if (presence == entity)
58 return 0.0;
59
60 // Use the camera position for local agents and avatar position for remote agents
61 Vector3 presencePos = (presence.IsChildAgent) ?
62 presence.AbsolutePosition :
63 presence.CameraPosition;
64
65 // Use group position for child prims
66 Vector3 entityPos;
67 if (entity is SceneObjectPart)
68 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
69 else
70 entityPos = entity.AbsolutePosition;
71
72 return Vector3.DistanceSquared(presencePos, entityPos);
73 }
74
75 return double.NaN;
76 }
77
78 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
79 {
80 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
81 if (presence != null)
82 {
83 // If this is an update for our own avatar give it the highest priority
84 if (presence == entity)
85 return 0.0;
86
87 // Use group position for child prims
88 Vector3 entityPos = entity.AbsolutePosition;
89 if (entity is SceneObjectPart)
90 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
91 else
92 entityPos = entity.AbsolutePosition;
93
94 if (!presence.IsChildAgent)
95 {
96 // Root agent. Use distance from camera and a priority decrease for objects behind us
97 Vector3 camPosition = presence.CameraPosition;
98 Vector3 camAtAxis = presence.CameraAtAxis;
99
100 // Distance
101 double priority = Vector3.DistanceSquared(camPosition, entityPos);
102
103 // Plane equation
104 float d = -Vector3.Dot(camPosition, camAtAxis);
105 float p = Vector3.Dot(camAtAxis, entityPos) + d;
106 if (p < 0.0f) priority *= 2.0;
107
108 return priority;
109 }
110 else
111 {
112 // Child agent. Use the normal distance method
113 Vector3 presencePos = presence.AbsolutePosition;
114
115 return Vector3.DistanceSquared(presencePos, entityPos);
116 }
117 }
118
119 return double.NaN;
120 }
121 }
122}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index de8ecc2..f35dffc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -58,13 +58,6 @@ namespace OpenSim.Region.Framework.Scenes
58 58
59 public partial class Scene : SceneBase 59 public partial class Scene : SceneBase
60 { 60 {
61 public enum UpdatePrioritizationSchemes {
62 Time = 0,
63 Distance = 1,
64 SimpleAngularDistance = 2,
65 FrontBack = 3,
66 }
67
68 public delegate void SynchronizeSceneHandler(Scene scene); 61 public delegate void SynchronizeSceneHandler(Scene scene);
69 public SynchronizeSceneHandler SynchronizeScene = null; 62 public SynchronizeSceneHandler SynchronizeScene = null;
70 63
@@ -388,12 +381,6 @@ namespace OpenSim.Region.Framework.Scenes
388 private int m_lastUpdate; 381 private int m_lastUpdate;
389 private bool m_firstHeartbeat = true; 382 private bool m_firstHeartbeat = true;
390 383
391 private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
392 private bool m_reprioritization_enabled = true;
393 private double m_reprioritization_interval = 5000.0;
394 private double m_root_reprioritization_distance = 10.0;
395 private double m_child_reprioritization_distance = 20.0;
396
397 private object m_deleting_scene_object = new object(); 384 private object m_deleting_scene_object = new object();
398 385
399 // the minimum time that must elapse before a changed object will be considered for persisted 386 // the minimum time that must elapse before a changed object will be considered for persisted
@@ -401,15 +388,21 @@ namespace OpenSim.Region.Framework.Scenes
401 // the maximum time that must elapse before a changed object will be considered for persisted 388 // the maximum time that must elapse before a changed object will be considered for persisted
402 public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L; 389 public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
403 390
391 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
392 private bool m_reprioritizationEnabled = true;
393 private double m_reprioritizationInterval = 5000.0;
394 private double m_rootReprioritizationDistance = 10.0;
395 private double m_childReprioritizationDistance = 20.0;
396
404 #endregion 397 #endregion
405 398
406 #region Properties 399 #region Properties
407 400
408 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return this.m_update_prioritization_scheme; } } 401 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
409 public bool IsReprioritizationEnabled { get { return m_reprioritization_enabled; } } 402 public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
410 public double ReprioritizationInterval { get { return m_reprioritization_interval; } } 403 public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
411 public double RootReprioritizationDistance { get { return m_root_reprioritization_distance; } } 404 public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
412 public double ChildReprioritizationDistance { get { return m_child_reprioritization_distance; } } 405 public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
413 406
414 public AgentCircuitManager AuthenticateHandler 407 public AgentCircuitManager AuthenticateHandler
415 { 408 {
@@ -611,6 +604,8 @@ namespace OpenSim.Region.Framework.Scenes
611 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 604 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
612 m_asyncSceneObjectDeleter.Enabled = true; 605 m_asyncSceneObjectDeleter.Enabled = true;
613 606
607 #region Region Settings
608
614 // Load region settings 609 // Load region settings
615 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 610 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
616 if (m_storageManager.EstateDataStore != null) 611 if (m_storageManager.EstateDataStore != null)
@@ -657,6 +652,8 @@ namespace OpenSim.Region.Framework.Scenes
657 } 652 }
658 } 653 }
659 654
655 #endregion Region Settings
656
660 MainConsole.Instance.Commands.AddCommand("region", false, "reload estate", 657 MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
661 "reload estate", 658 "reload estate",
662 "Reload the estate data", HandleReloadEstate); 659 "Reload the estate data", HandleReloadEstate);
@@ -701,6 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
701 698
702 m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; 699 m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
703 700
701 #region Region Config
702
704 try 703 try
705 { 704 {
706 // Region config overrides global config 705 // Region config overrides global config
@@ -754,38 +753,6 @@ namespace OpenSim.Region.Framework.Scenes
754 753
755 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 754 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
756 755
757 IConfig interest_management_config = m_config.Configs["InterestManagement"];
758 if (interest_management_config != null)
759 {
760 string update_prioritization_scheme = interest_management_config.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
761 switch (update_prioritization_scheme)
762 {
763 case "time":
764 m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
765 break;
766 case "distance":
767 m_update_prioritization_scheme = UpdatePrioritizationSchemes.Distance;
768 break;
769 case "simpleangulardistance":
770 m_update_prioritization_scheme = UpdatePrioritizationSchemes.SimpleAngularDistance;
771 break;
772 case "frontback":
773 m_update_prioritization_scheme = UpdatePrioritizationSchemes.FrontBack;
774 break;
775 default:
776 m_log.Warn("[SCENE]: UpdatePrioritizationScheme was not recognized, setting to default settomg of Time");
777 m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
778 break;
779 }
780
781 m_reprioritization_enabled = interest_management_config.GetBoolean("ReprioritizationEnabled", true);
782 m_reprioritization_interval = interest_management_config.GetDouble("ReprioritizationInterval", 5000.0);
783 m_root_reprioritization_distance = interest_management_config.GetDouble("RootReprioritizationDistance", 10.0);
784 m_child_reprioritization_distance = interest_management_config.GetDouble("ChildReprioritizationDistance", 20.0);
785 }
786
787 m_log.Info("[SCENE]: Using the " + m_update_prioritization_scheme + " prioritization scheme");
788
789 #region BinaryStats 756 #region BinaryStats
790 757
791 try 758 try
@@ -822,6 +789,35 @@ namespace OpenSim.Region.Framework.Scenes
822 { 789 {
823 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 790 m_log.Warn("[SCENE]: Failed to load StartupConfig");
824 } 791 }
792
793 #endregion Region Config
794
795 #region Interest Management
796
797 IConfig interestConfig = m_config.Configs["InterestManagement"];
798 if (interestConfig != null)
799 {
800 string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
801
802 try
803 {
804 m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
805 }
806 catch (Exception)
807 {
808 m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
809 m_priorityScheme = UpdatePrioritizationSchemes.Time;
810 }
811
812 m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
813 m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
814 m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
815 m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
816 }
817
818 m_log.Info("[SCENE]: Using the " + m_priorityScheme + " prioritization scheme");
819
820 #endregion Interest Management
825 } 821 }
826 822
827 /// <summary> 823 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8aefd50..4453beb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3602,106 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes
3602 3602
3603 SetFromItemID(uuid); 3603 SetFromItemID(uuid);
3604 } 3604 }
3605 #endregion
3606 3605
3607 public double GetUpdatePriority(IClientAPI client) 3606 #endregion
3608 {
3609 switch (Scene.UpdatePrioritizationScheme)
3610 {
3611 case Scene.UpdatePrioritizationSchemes.Time:
3612 return GetPriorityByTime();
3613 case Scene.UpdatePrioritizationSchemes.Distance:
3614 return GetPriorityByDistance(client);
3615 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3616 return GetPriorityBySimpleAngularDistance(client);
3617 case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
3618 return GetPriorityByFrontBack(client);
3619 default:
3620 throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
3621 }
3622 }
3623
3624 private double GetPriorityByTime()
3625 {
3626 return DateTime.Now.ToOADate();
3627 }
3628
3629 private double GetPriorityByDistance(IClientAPI client)
3630 {
3631 ScenePresence presence = Scene.GetScenePresence(client.AgentId);
3632 if (presence != null)
3633 {
3634 return GetPriorityByDistance((presence.IsChildAgent) ?
3635 presence.AbsolutePosition : presence.CameraPosition);
3636 }
3637 return double.NaN;
3638 }
3639
3640 private double GetPriorityBySimpleAngularDistance(IClientAPI client)
3641 {
3642 ScenePresence presence = Scene.GetScenePresence(client.AgentId);
3643 if (presence != null)
3644 {
3645 return GetPriorityBySimpleAngularDistance((presence.IsChildAgent) ?
3646 presence.AbsolutePosition : presence.CameraPosition);
3647 }
3648 return double.NaN;
3649 }
3650
3651 private double GetPriorityByFrontBack(IClientAPI client)
3652 {
3653 ScenePresence presence = Scene.GetScenePresence(client.AgentId);
3654 if (presence != null)
3655 {
3656 return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
3657 }
3658 return double.NaN;
3659 }
3660
3661 public double GetPriorityByDistance(Vector3 position)
3662 {
3663 return Vector3.Distance(AbsolutePosition, position);
3664 }
3665
3666 public double GetPriorityBySimpleAngularDistance(Vector3 position)
3667 {
3668 double distance = Vector3.Distance(position, AbsolutePosition);
3669 if (distance >= double.Epsilon)
3670 {
3671 float height;
3672 Vector3 box = GetAxisAlignedBoundingBox(out height);
3673
3674 double angle = box.X / distance;
3675 double max = angle;
3676
3677 angle = box.Y / distance;
3678 if (max < angle)
3679 max = angle;
3680
3681 angle = box.Z / distance;
3682 if (max < angle)
3683 max = angle;
3684
3685 return -max;
3686 }
3687 else
3688 return double.MinValue;
3689 }
3690
3691 public double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
3692 {
3693 // Distance
3694 double priority = Vector3.Distance(camPosition, AbsolutePosition);
3695
3696 // Scale
3697 //priority -= GroupScale().Length();
3698
3699 // Plane equation
3700 float d = -Vector3.Dot(camPosition, camAtAxis);
3701 float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
3702 if (p < 0.0f) priority *= 2.0f;
3703
3704 return priority;
3705 }
3706 } 3607 }
3707} 3608}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ee0eb07..2ce1b68 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3777,123 +3777,9 @@ namespace OpenSim.Region.Framework.Scenes
3777 } 3777 }
3778 } 3778 }
3779 3779
3780 public double GetUpdatePriority(IClientAPI client)
3781 {
3782 switch (Scene.UpdatePrioritizationScheme)
3783 {
3784 case Scene.UpdatePrioritizationSchemes.Time:
3785 return GetPriorityByTime();
3786 case Scene.UpdatePrioritizationSchemes.Distance:
3787 return GetPriorityByDistance(client);
3788 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3789 return GetPriorityByDistance(client);
3790 case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
3791 return GetPriorityByFrontBack(client);
3792 default:
3793 throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
3794 }
3795 }
3796
3797 private double GetPriorityByTime()
3798 {
3799 return DateTime.Now.ToOADate();
3800 }
3801
3802 private double GetPriorityByDistance(IClientAPI client)
3803 {
3804 ScenePresence presence = Scene.GetScenePresence(client.AgentId);
3805 if (presence != null)
3806 {
3807 return GetPriorityByDistance((presence.IsChildAgent) ?
3808 presence.AbsolutePosition : presence.CameraPosition);
3809 }
3810 return double.NaN;
3811 }
3812
3813 private double GetPriorityByFrontBack(IClientAPI client)
3814 {
3815 ScenePresence presence = Scene.GetScenePresence(client.AgentId);
3816 if (presence != null)
3817 {
3818 return GetPriorityByFrontBack(presence.CameraPosition, presence.CameraAtAxis);
3819 }
3820 return double.NaN;
3821 }
3822
3823 private double GetPriorityByDistance(Vector3 position)
3824 {
3825 return Vector3.Distance(AbsolutePosition, position);
3826 }
3827
3828 private double GetPriorityByFrontBack(Vector3 camPosition, Vector3 camAtAxis)
3829 {
3830 // Distance
3831 double priority = Vector3.Distance(camPosition, AbsolutePosition);
3832
3833 // Plane equation
3834 float d = -Vector3.Dot(camPosition, camAtAxis);
3835 float p = Vector3.Dot(camAtAxis, AbsolutePosition) + d;
3836 if (p < 0.0f) priority *= 2.0f;
3837
3838 return priority;
3839 }
3840
3841 private double GetSOGUpdatePriority(SceneObjectGroup sog)
3842 {
3843 switch (Scene.UpdatePrioritizationScheme)
3844 {
3845 case Scene.UpdatePrioritizationSchemes.Time:
3846 throw new InvalidOperationException("UpdatePrioritizationScheme for time not supported for reprioritization");
3847 case Scene.UpdatePrioritizationSchemes.Distance:
3848 return sog.GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3849 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3850 return sog.GetPriorityBySimpleAngularDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3851 case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
3852 return sog.GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
3853 default:
3854 throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
3855 }
3856 }
3857
3858 private double UpdatePriority(UpdatePriorityData data)
3859 {
3860 EntityBase entity;
3861 SceneObjectGroup group;
3862
3863 if (Scene.Entities.TryGetValue(data.localID, out entity))
3864 {
3865 group = entity as SceneObjectGroup;
3866 if (group != null)
3867 return GetSOGUpdatePriority(group);
3868
3869 ScenePresence presence = entity as ScenePresence;
3870 if (presence == null)
3871 throw new InvalidOperationException("entity found is neither SceneObjectGroup nor ScenePresence");
3872 switch (Scene.UpdatePrioritizationScheme)
3873 {
3874 case Scene.UpdatePrioritizationSchemes.Time:
3875 throw new InvalidOperationException("UpdatePrioritization for time not supported for reprioritization");
3876 case Scene.UpdatePrioritizationSchemes.Distance:
3877 case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance:
3878 return GetPriorityByDistance((IsChildAgent) ? AbsolutePosition : CameraPosition);
3879 case Scenes.Scene.UpdatePrioritizationSchemes.FrontBack:
3880 return GetPriorityByFrontBack(CameraPosition, CameraAtAxis);
3881 default:
3882 throw new InvalidOperationException("UpdatePrioritizationScheme not defined");
3883 }
3884 }
3885 else
3886 {
3887 group = Scene.GetGroupByPrim(data.localID);
3888 if (group != null)
3889 return GetSOGUpdatePriority(group);
3890 }
3891 return double.NaN;
3892 }
3893
3894 private void ReprioritizeUpdates() 3780 private void ReprioritizeUpdates()
3895 { 3781 {
3896 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != Scene.UpdatePrioritizationSchemes.Time) 3782 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
3897 { 3783 {
3898 lock (m_reprioritization_timer) 3784 lock (m_reprioritization_timer)
3899 { 3785 {
@@ -3907,7 +3793,7 @@ namespace OpenSim.Region.Framework.Scenes
3907 3793
3908 private void Reprioritize(object sender, ElapsedEventArgs e) 3794 private void Reprioritize(object sender, ElapsedEventArgs e)
3909 { 3795 {
3910 m_controllingClient.ReprioritizeUpdates(UpdatePriority); 3796 m_controllingClient.ReprioritizeUpdates();
3911 3797
3912 lock (m_reprioritization_timer) 3798 lock (m_reprioritization_timer)
3913 { 3799 {