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authorUbitUmarov2018-11-07 20:32:39 +0000
committerUbitUmarov2018-11-07 20:32:39 +0000
commitad8ddb8a781ae0da6780f74b91ebcaf338174569 (patch)
tree1df4035f0577ba29120b3c48bc0ffa6b15dbec40 /OpenSim
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/Framework/PriorityQueue.cs147
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs84
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs6
4 files changed, 106 insertions, 143 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs
index 22ffcdc..20d2049 100644
--- a/OpenSim/Framework/PriorityQueue.cs
+++ b/OpenSim/Framework/PriorityQueue.cs
@@ -52,6 +52,9 @@ namespace OpenSim.Framework
52 /// Number of queuest (priorities) that are processed immediately 52 /// Number of queuest (priorities) that are processed immediately
53 /// </summary. 53 /// </summary.
54 public const uint NumberOfImmediateQueues = 2; 54 public const uint NumberOfImmediateQueues = 2;
55 // first queues are immediate, so no counts
56 private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1};
57 // this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
55 58
56 private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues]; 59 private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
57 private Dictionary<uint, LookupItem> m_lookupTable; 60 private Dictionary<uint, LookupItem> m_lookupTable;
@@ -61,10 +64,8 @@ namespace OpenSim.Framework
61 // each pass. weighted towards the higher priority queues 64 // each pass. weighted towards the higher priority queues
62 private uint m_nextQueue = 0; 65 private uint m_nextQueue = 0;
63 private uint m_countFromQueue = 0; 66 private uint m_countFromQueue = 0;
64 // first queues are imediate, so no counts 67 private int m_capacity;
65// private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 }; 68 private int m_added;
66 private uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1};
67 // this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
68 69
69 // next request is a counter of the number of updates queued, it provides 70 // next request is a counter of the number of updates queued, it provides
70 // a total ordering on the updates coming through the queue and is more 71 // a total ordering on the updates coming through the queue and is more
@@ -84,17 +85,29 @@ namespace OpenSim.Framework
84 85
85 public PriorityQueue(int capacity) 86 public PriorityQueue(int capacity)
86 { 87 {
87 m_lookupTable = new Dictionary<uint, LookupItem>(capacity); 88 m_capacity = capacity;
89 capacity /= 4;
88 90
89 for (int i = 0; i < m_heaps.Length; ++i) 91 for (int i = 0; i < m_heaps.Length; ++i)
90 m_heaps[i] = new MinHeap<MinHeapItem>(capacity); 92 m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
91 93
94 m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
92 m_nextQueue = NumberOfImmediateQueues; 95 m_nextQueue = NumberOfImmediateQueues;
93 m_countFromQueue = m_queueCounts[m_nextQueue]; 96 m_countFromQueue = m_queueCounts[m_nextQueue];
97 m_added = 0;
94 } 98 }
95#endregion Constructor 99#endregion Constructor
96 100
97#region PublicMethods 101#region PublicMethods
102 public void Close()
103 {
104 for (int i = 0; i < m_heaps.Length; ++i)
105 m_heaps[i] = null;
106 m_heaps = null;
107 m_lookupTable.Clear();
108 m_lookupTable = null;
109 }
110
98 /// <summary> 111 /// <summary>
99 /// Return the number of items in the queues 112 /// Return the number of items in the queues
100 /// </summary> 113 /// </summary>
@@ -116,14 +129,21 @@ namespace OpenSim.Framework
116 public bool Enqueue(uint pqueue, EntityUpdate value) 129 public bool Enqueue(uint pqueue, EntityUpdate value)
117 { 130 {
118 LookupItem lookup; 131 LookupItem lookup;
132 IHandle lookupH;
133 UInt64 entry;
119 134
120 uint localid = value.Entity.LocalId; 135 uint localid = value.Entity.LocalId;
121 UInt64 entry = m_nextRequest++;
122 if (m_lookupTable.TryGetValue(localid, out lookup)) 136 if (m_lookupTable.TryGetValue(localid, out lookup))
123 { 137 {
124 entry = lookup.Heap[lookup.Handle].EntryOrder; 138 lookupH = lookup.Handle;
125 value.Update(lookup.Heap[lookup.Handle].Value); 139 entry = lookup.Heap[lookupH].EntryOrder;
126 lookup.Heap.Remove(lookup.Handle); 140 value.Update(lookup.Heap[lookupH].Value);
141 lookup.Heap.Remove(lookupH);
142 }
143 else
144 {
145 entry = m_nextRequest++;
146 ++m_added;
127 } 147 }
128 148
129 pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1); 149 pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
@@ -134,7 +154,6 @@ namespace OpenSim.Framework
134 return true; 154 return true;
135 } 155 }
136 156
137
138 public void Remove(List<uint> ids) 157 public void Remove(List<uint> ids)
139 { 158 {
140 LookupItem lookup; 159 LookupItem lookup;
@@ -147,6 +166,11 @@ namespace OpenSim.Framework
147 m_lookupTable.Remove(localid); 166 m_lookupTable.Remove(localid);
148 } 167 }
149 } 168 }
169 if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
170 {
171 m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
172 m_added = 0;
173 }
150 } 174 }
151 175
152 /// <summary> 176 /// <summary>
@@ -156,8 +180,9 @@ namespace OpenSim.Framework
156 /// </summary> 180 /// </summary>
157 public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) 181 public bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue)
158 { 182 {
159 // If there is anything in imediate queues, return it first no 183 // If there is anything in immediate queues, return it first no
160 // matter what else. Breaks fairness. But very useful. 184 // matter what else. Breaks fairness. But very useful.
185
161 for (int iq = 0; iq < NumberOfImmediateQueues; iq++) 186 for (int iq = 0; iq < NumberOfImmediateQueues; iq++)
162 { 187 {
163 if (m_heaps[iq].Count > 0) 188 if (m_heaps[iq].Count > 0)
@@ -177,12 +202,13 @@ namespace OpenSim.Framework
177 // to give lower numbered queues a higher priority and higher percentage 202 // to give lower numbered queues a higher priority and higher percentage
178 // of the bandwidth. 203 // of the bandwidth.
179 204
205 MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
180 // Check for more items to be pulled from the current queue 206 // Check for more items to be pulled from the current queue
181 if (m_heaps[m_nextQueue].Count > 0 && m_countFromQueue > 0) 207 if (m_countFromQueue > 0 && curheap.Count > 0)
182 { 208 {
183 m_countFromQueue--; 209 --m_countFromQueue;
184 210
185 MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); 211 MinHeapItem item = curheap.RemoveMin();
186 m_lookupTable.Remove(item.Value.Entity.LocalId); 212 m_lookupTable.Remove(item.Value.Entity.LocalId);
187 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); 213 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
188 value = item.Value; 214 value = item.Value;
@@ -196,35 +222,40 @@ namespace OpenSim.Framework
196 m_nextQueue++; 222 m_nextQueue++;
197 if(m_nextQueue >= NumberOfQueues) 223 if(m_nextQueue >= NumberOfQueues)
198 m_nextQueue = NumberOfImmediateQueues; 224 m_nextQueue = NumberOfImmediateQueues;
225
226 curheap = m_heaps[m_nextQueue];
227 if (curheap.Count == 0)
228 continue;
199 229
200 m_countFromQueue = m_queueCounts[m_nextQueue]; 230 m_countFromQueue = m_queueCounts[m_nextQueue];
231 --m_countFromQueue;
201 232
202 if (m_heaps[m_nextQueue].Count > 0) 233 MinHeapItem item = curheap.RemoveMin();
203 { 234 m_lookupTable.Remove(item.Value.Entity.LocalId);
204 m_countFromQueue--; 235 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
205 236 value = item.Value;
206 MinHeapItem item = m_heaps[m_nextQueue].RemoveMin(); 237 return true;
207 m_lookupTable.Remove(item.Value.Entity.LocalId);
208 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
209 value = item.Value;
210 return true;
211 }
212 } 238 }
213 239
214 timeinqueue = 0; 240 timeinqueue = 0;
215 value = default(EntityUpdate); 241 value = default(EntityUpdate);
242 if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
243 {
244 m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
245 m_added = 0;
246 }
216 return false; 247 return false;
217 } 248 }
218 249
219 public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue) 250 public bool TryOrderedDequeue(out EntityUpdate value, out Int32 timeinqueue)
220 { 251 {
221 // If there is anything in imediate queues, return it first no 252 MinHeap<MinHeapItem> curheap;
222 // matter what else. Breaks fairness. But very useful. 253 for (int iq = 0; iq < NumberOfQueues; ++iq)
223 for (int iq = 0; iq < NumberOfQueues; iq++)
224 { 254 {
225 if (m_heaps[iq].Count > 0) 255 curheap = m_heaps[iq];
256 if (curheap.Count > 0)
226 { 257 {
227 MinHeapItem item = m_heaps[iq].RemoveMin(); 258 MinHeapItem item = curheap.RemoveMin();
228 m_lookupTable.Remove(item.Value.Entity.LocalId); 259 m_lookupTable.Remove(item.Value.Entity.LocalId);
229 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); 260 timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime);
230 value = item.Value; 261 value = item.Value;
@@ -234,6 +265,11 @@ namespace OpenSim.Framework
234 265
235 timeinqueue = 0; 266 timeinqueue = 0;
236 value = default(EntityUpdate); 267 value = default(EntityUpdate);
268 if(m_lookupTable.Count == 0 && m_added > 8 * m_capacity)
269 {
270 m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
271 m_added = 0;
272 }
237 return false; 273 return false;
238 } 274 }
239 275
@@ -244,7 +280,7 @@ namespace OpenSim.Framework
244 public void Reprioritize(UpdatePriorityHandler handler) 280 public void Reprioritize(UpdatePriorityHandler handler)
245 { 281 {
246 MinHeapItem item; 282 MinHeapItem item;
247 foreach (LookupItem lookup in new List<LookupItem>(this.m_lookupTable.Values)) 283 foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
248 { 284 {
249 if (lookup.Heap.TryGetValue(lookup.Handle, out item)) 285 if (lookup.Heap.TryGetValue(lookup.Handle, out item))
250 { 286 {
@@ -270,7 +306,7 @@ namespace OpenSim.Framework
270 { 306 {
271 // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); 307 // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
272 lookup.Heap.Remove(lookup.Handle); 308 lookup.Heap.Remove(lookup.Handle);
273 this.m_lookupTable.Remove(localid); 309 m_lookupTable.Remove(localid);
274 } 310 }
275 } 311 }
276 } 312 }
@@ -292,48 +328,55 @@ namespace OpenSim.Framework
292 private struct MinHeapItem : IComparable<MinHeapItem> 328 private struct MinHeapItem : IComparable<MinHeapItem>
293 { 329 {
294 private EntityUpdate value; 330 private EntityUpdate value;
295 internal EntityUpdate Value { 331 internal EntityUpdate Value
296 get { 332 {
297 return this.value; 333 get
334 {
335 return value;
298 } 336 }
299 } 337 }
300 338
301 private uint pqueue; 339 private uint pqueue;
302 internal uint PriorityQueue { 340 internal uint PriorityQueue
303 get { 341 {
304 return this.pqueue; 342 get
343 {
344 return pqueue;
305 } 345 }
306 } 346 }
307 347
308 private Int32 entrytime; 348 private Int32 entrytime;
309 internal Int32 EntryTime { 349 internal Int32 EntryTime
310 get { 350 {
311 return this.entrytime; 351 get
352 {
353 return entrytime;
312 } 354 }
313 } 355 }
314 356
315 private UInt64 entryorder; 357 private UInt64 entryorder;
316 internal UInt64 EntryOrder 358 internal UInt64 EntryOrder
317 { 359 {
318 get { 360 get
319 return this.entryorder; 361 {
362 return entryorder;
320 } 363 }
321 } 364 }
322 365
323 internal MinHeapItem(uint pqueue, MinHeapItem other) 366 internal MinHeapItem(uint _pqueue, MinHeapItem other)
324 { 367 {
325 this.entrytime = other.entrytime; 368 entrytime = other.entrytime;
326 this.entryorder = other.entryorder; 369 entryorder = other.entryorder;
327 this.value = other.value; 370 value = other.value;
328 this.pqueue = pqueue; 371 pqueue = _pqueue;
329 } 372 }
330 373
331 internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) 374 internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
332 { 375 {
333 this.entrytime = Util.EnvironmentTickCount(); 376 entrytime = Util.EnvironmentTickCount();
334 this.entryorder = entryorder; 377 entryorder = _entryorder;
335 this.value = value; 378 value = _value;
336 this.pqueue = pqueue; 379 pqueue = _pqueue;
337 } 380 }
338 381
339 public override string ToString() 382 public override string ToString()
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 516c1e5..bbaa0e2 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -627,10 +627,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
627 ImageManager.Close(); 627 ImageManager.Close();
628 ImageManager = null; 628 ImageManager = null;
629 629
630// m_entityUpdates.Close(); 630 m_entityUpdates.Close();
631// m_entityProps.Close(); 631 m_entityProps.Close();
632 m_entityUpdates = new PriorityQueue(1);
633 m_entityProps = new PriorityQueue(1);
634 m_killRecord.Clear(); 632 m_killRecord.Clear();
635 GroupsInView.Clear(); 633 GroupsInView.Clear();
636 634
@@ -2683,11 +2681,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2683 public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks) 2681 public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
2684 { 2682 {
2685 ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect); 2683 ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
2686 packet.Header.Reliable = false;
2687 packet.Header.Zerocoded = true;
2688 2684
2689 packet.AgentData.AgentID = AgentId; 2685// packet.AgentData.AgentID = AgentId;
2690 packet.AgentData.SessionID = SessionId; 2686// packet.AgentData.SessionID = SessionId;
2691 2687
2692 packet.Effect = effectBlocks; 2688 packet.Effect = effectBlocks;
2693 2689
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 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a21b4f7..2e14a20 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1115,7 +1115,7 @@ namespace OpenSim.Region.Framework.Scenes
1115 catch (Exception) 1115 catch (Exception)
1116 { 1116 {
1117 m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time"); 1117 m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
1118 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; 1118 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
1119 } 1119 }
1120 1120
1121 IsReprioritizationEnabled 1121 IsReprioritizationEnabled
@@ -1196,7 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 UseBackup = true; 1196 UseBackup = true;
1197 1197
1198 IsReprioritizationEnabled = true; 1198 IsReprioritizationEnabled = true;
1199 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; 1199 UpdatePrioritizationScheme = UpdatePrioritizationSchemes.BestAvatarResponsiveness;
1200 ReprioritizationInterval = 5000; 1200 ReprioritizationInterval = 5000;
1201 1201
1202 ReprioritizationDistance = m_minReprioritizationDistance; 1202 ReprioritizationDistance = m_minReprioritizationDistance;
@@ -1762,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
1762 } 1762 }
1763 1763
1764 m_sceneGridService.InformNeighborsThatRegionisUp( 1764 m_sceneGridService.InformNeighborsThatRegionisUp(
1765 RequestModuleInterface<INeighbourService>(), RegionInfo); 1765 RequestModuleInterface<INeighbourService>(), RegionInfo);
1766 1766
1767 // Region ready should always be set 1767 // Region ready should always be set
1768 Ready = true; 1768 Ready = true;