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authorUbitUmarov2014-08-20 21:41:16 +0100
committerUbitUmarov2014-08-20 21:41:16 +0100
commit88587b4e73b240693bd03172d52c4f13b5f47868 (patch)
tree3176e93384f3a54e75db977ebdbc72b70735bf12 /OpenSim/Region
parentremove from use the UpdatesResend on resending udp packets. Just resend (diff)
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reserve updates priority queue 2 for attachments, send them by it on
BestAvatarResp scheme. Attachments cannot be sent on imediate queues, since they will block everything. Changed distance to priority math, keeping identical result, shifted to start at queue 3.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
1 files changed, 16 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19d2689..c0405ad 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 { 175 {
176 // Attachments are high priority, 176 // Attachments are high priority,
177 if (((SceneObjectPart)entity).ParentGroup.IsAttachment) 177 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
178 return 1; 178 return 2;
179 179
180 pqueue = ComputeDistancePriority(client, entity, false); 180 pqueue = ComputeDistancePriority(client, entity, false);
181 181
@@ -233,16 +233,28 @@ namespace OpenSim.Region.Framework.Scenes
233 233
234 // And convert the distance to a priority queue, this computation gives queues 234 // And convert the distance to a priority queue, this computation gives queues
235 // at 10, 20, 40, 80, 160, 320, 640, and 1280m 235 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
236 uint pqueue = PriorityQueue.NumberOfImmediateQueues; 236 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
237 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; 237 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
238 238/*
239 for (int i = 0; i < queues - 1; i++) 239 for (int i = 0; i < queues - 1; i++)
240 { 240 {
241 if (distance < 30 * Math.Pow(2.0,i)) 241 if (distance < 30 * Math.Pow(2.0,i))
242 break; 242 break;
243 pqueue++; 243 pqueue++;
244 } 244 }
245 245*/
246 if (distance > 10f)
247 {
248 float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f;
249 // for a map identical to original:
250 // now
251 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
252 // 2st constant makes it be log2(distance/10)
253 pqueue += (uint)tmp;
254 if (pqueue > queues - 1)
255 pqueue = queues - 1;
256 }
257
246 // If this is a root agent, then determine front & back 258 // If this is a root agent, then determine front & back
247 // Bump up the priority queue (drop the priority) for any objects behind the avatar 259 // Bump up the priority queue (drop the priority) for any objects behind the avatar
248 if (useFrontBack && ! presence.IsChildAgent) 260 if (useFrontBack && ! presence.IsChildAgent)