diff options
-rw-r--r-- | OpenSim/Framework/PriorityQueue.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 20 |
2 files changed, 19 insertions, 5 deletions
diff --git a/OpenSim/Framework/PriorityQueue.cs b/OpenSim/Framework/PriorityQueue.cs index e4f1111..d6c39a7 100644 --- a/OpenSim/Framework/PriorityQueue.cs +++ b/OpenSim/Framework/PriorityQueue.cs | |||
@@ -62,7 +62,9 @@ namespace OpenSim.Framework | |||
62 | private uint m_nextQueue = 0; | 62 | private uint m_nextQueue = 0; |
63 | private uint m_countFromQueue = 0; | 63 | private uint m_countFromQueue = 0; |
64 | // first queues are imediate, so no counts | 64 | // first queues are imediate, so no counts |
65 | private uint[] m_queueCounts = {0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1}; | 65 | // private uint[] m_queueCounts = { 0, 0, 8, 4, 4, 2, 2, 2, 2, 1, 1, 1 }; |
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, + | ||
66 | 68 | ||
67 | // next request is a counter of the number of updates queued, it provides | 69 | // next request is a counter of the number of updates queued, it provides |
68 | // a total ordering on the updates coming through the queue and is more | 70 | // a total ordering on the updates coming through the queue and is more |
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) |