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authorMic Bowman2011-03-28 10:00:53 -0700
committerMic Bowman2011-04-04 11:41:07 -0700
commit6885b7220c6f782034d7c0220762244adf00e3d3 (patch)
tree9ed211a2e7e615f7e227fb53dcbe4c9d541e0ebe /OpenSim/Region/Framework
parentImplement rezzing coalesced objects (diff)
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Implements adaptive queue management and fair queueing for
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs71
1 files changed, 69 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..2764b05 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes
58 58
59 public class Prioritizer 59 public class Prioritizer
60 { 60 {
61// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 61 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
62 62
63 /// <summary> 63 /// <summary>
64 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the 64 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
@@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes
76 m_scene = scene; 76 m_scene = scene;
77 } 77 }
78 78
79 public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) 79//<mic>
80 public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
81 {
82 if (entity == null)
83 {
84 m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
85 throw new InvalidOperationException("Prioritization entity not defined");
86 }
87
88 // If this is an update for our own avatar give it the highest priority
89 if (client.AgentId == entity.UUID)
90 return 0;
91
92 // Get this agent's position
93 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
94 if (presence == null)
95 {
96 m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene");
97 throw new InvalidOperationException("Prioritization agent not defined");
98 }
99
100 // Use group position for child prims
101 Vector3 entityPos = entity.AbsolutePosition;
102 if (entity is SceneObjectPart)
103 {
104 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
105 if (group != null)
106 entityPos = group.AbsolutePosition;
107 }
108
109 // Use the camera position for local agents and avatar position for remote agents
110 Vector3 presencePos = (presence.IsChildAgent) ?
111 presence.AbsolutePosition :
112 presence.CameraPosition;
113
114 // Compute the distance...
115 double distance = Vector3.Distance(presencePos, entityPos);
116
117 // And convert the distance to a priority queue, this computation gives queues
118 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
119 uint pqueue = 1;
120 for (int i = 0; i < 8; i++)
121 {
122 if (distance < 10 * Math.Pow(2.0,i))
123 break;
124 pqueue++;
125 }
126
127 // If this is a root agent, then determine front & back
128 // Bump up the priority queue for any objects behind the avatar
129 if (! presence.IsChildAgent)
130 {
131 // Root agent, decrease priority for objects behind us
132 Vector3 camPosition = presence.CameraPosition;
133 Vector3 camAtAxis = presence.CameraAtAxis;
134
135 // Plane equation
136 float d = -Vector3.Dot(camPosition, camAtAxis);
137 float p = Vector3.Dot(camAtAxis, entityPos) + d;
138 if (p < 0.0f)
139 pqueue++;
140 }
141
142 return pqueue;
143 }
144//</mic>
145
146 public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity)
80 { 147 {
81 double priority = 0; 148 double priority = 0;
82 149